GW2 Nov 13 Game Update Patch Notes

GW2 Nov 13 Game Update Patch Notes

November 13 Release Notes

General

Runes and sigils are becoming salvageable! When salvaged, they will yield new materials that can be used to craft sigils or runes as well as new items. A majority of runes and sigils are also changing to create greater variety and versatility and to promote more active gameplay. Have fun picking out the gear upgrades that best suit your playstyle! Numerous recipes for runes and sigils are being introduced that can be obtained from crafting trainers or discovered in Tyria. In addition, every recipe has been changed. Happy recipe hunting! Please see separate posts in this thread for changes to sigils and runes effective 13 November 2018.

World Polish

  • Soren Draa: Fixed an issue in which some options in Calcutician Doola’s dialogue led to incorrect responses.

Items

  • Salvage Kits: The chance to extract a rune or sigil from equipment is now a chance to salvage the upgrades directly into their crafting materials. This does not affect Black Lion Salvage Kits, which will continue to always extract upgrades intact.
  • Sigil of Mischief: The Mystic Forge recipes for all versions of this sigil have been removed.
  • Rune of Snowfall: The Mystic Forge recipes for all versions of this rune have been removed.
  • Potent Lucent Oil: The recipe to craft this item has been made available from the huntsman crafting trainer.
  • Enhanced Lucent Oil: The recipe to craft this item has been made available from the huntsman crafting trainer.
  • The Element of the Arbor trophy for the Awakening the Druid Stone collection achievement is now available at all times from the restless arboreal spirit if the player needs the item and has already beaten the spirit’s skill challenge.

Profession Skills

Engineer
  • Toss Elixir U (Underwater): Fixed a bug in which this skill could target an enemy rather than release in the direction the player was facing.
Mesmer
  • Evasive Mirror: Clarified the description of this trait.
Revenant
  • Rising Momentum: Fixed a bug that removed more movement speed than intended when Facet of Nature was deactivated.
Warrior
  • “To the Limit!”: This skill will no longer cause warriors to shout “I will avenge you!”

Structured Player vs. Player

  • Djinn’s Dominion: This 5v5 conquest map is now open for beta testing in unranked and in custom arenas. Elder Yasmi the Fickle has drawn competitors into the Mists to fight for her amusement. From time to time, she will open up a capture point in her bottle. The team who captures it will be granted a single-use skill.
  • New achievements can now be earned in Djinn’s Dominion.
  • Asura Arena: This small team deathmatch map has been added to custom arenas.
  • Mistforged Glorious Hero’s armor has been added to the League Vendor and the Tournament Vendor. Similar to other ascended PvP armor, this armor set can be upgraded to the legendary tier.
  • Sigil of Annulment: Loss Aversion now removes only 2 boons as intended.

World vs. World

General
  • Marked: This effect has been updated and will now reveal enemies for 5 seconds if they remain in stealth for 2 seconds or more. This effect is referred to as Detected!
  • New Trick Added—Target Painter: Throw a trick that allows the player to mark up to 50 enemies in a targeted radius of 360 for 30 seconds. This effect cannot be avoided, and it costs 10 supply to deploy.
  • Stealth Disruptor Trap: This trap has been renamed Target Painter Trap and will now mark up to 50 enemies in a 1,200 radius for 30 seconds. This effect cannot be avoided, and its cost is still 10 supply.
  • Participation will no longer decay outside of WvW. As a result, rewards based on participation (pips and reward tracks) will be delayed until the next full tick when entering WvW from outside other WvW maps.

BLACK LION TRADING COMPANY GEM STORE

New Items and Promotions
  • The new Raven Helm is available in the Style category of the Gem Store for 400 gems.
  • The new Raven Mantle is available in the Style category of the Gem Store for 400 gems.
  • For a limited time, the Awakened Mounts Pack returns to the Style category of the Gem Store for 1,600 gems.
  • With the rune and sigil update, the Upgrade Extractor has received a permanent price reduction. It is available in the Utility category of the Gem Store where it can be purchased in a pack of 3 for 250 gems, a pack of 10 for 700 gems, and a pack of 25 for 1,500 gems.
Black Lion Chest Updates
  • The Black Lion Chest has been updated to the Battle-Hardened Chest and can be previewed for a full list of its contents.
    • The Battle-Hardened Kit is the guaranteed item containing valuables, rations, and a competitive-reward-track boost.
    • The new Desert King Throne is available as an uncommon drop for the duration of the Battle-Hardened Chest.
    • The Envoy Scythe Staff Skin remains in the chest, and the Wild Magic Backpack Glider Combo returns to the chest. Both are uncommon drops for the duration of the Battle-Hardened Chest.
    • The Desert King weapon collection and Phoenix weapon collection are available as uncommon and rare drops respectively for the duration of the Battle-Hardened Chest.
    • Unused versions of the Glyph of Bounty and Glyph of the Herbalist are available as rare drops for the duration of the Battle-Hardened Chest.
  • The items available in exchange for Black Lion Statuettes have been updated. Black Lion Statuettes are redeemable by using the statuette itself or by redeeming one at any of the Black Lion Chest Merchants located in every major city.
    • The available dye kits have been updated to new sets.
    • The exclusive Jeweled Scarab Package, Mini Awakened Mounts Pack, and Jackal Pup Backpack have been added.
    • Additional items including the Grenth’s Regalia Outfit, Balthazar’s Regalia Outfit, Lyssa’s Regalia, Dwayna’s Regalia Outfit, Abaddon’s Mask, Glint’s Gaze Mask, Glowing Green Mask, and Glowing Crimson Mask have been added.
  • The Guaranteed Wardrobe Unlocks have received a significant update. The maximum rarity for equipment skins has been increased to exotic, and many older exotic items have been added. Future updates to the wardrobe unlocks will continue to add older exotic items beyond this initial set.
    • Over 600 new items have been added—mostly weapon and armor skins, but new dyes, gliders, outfits, finishers, and miniatures have also been added.
Bug Fixes
  • Fixed an issue in which the Haunted Armor Outfit could appear deformed for human males while in their combat stance.

Sigil Update: 13 November 2018

Sigil Old Benefits New Benefits
Absorption Steal a boon when interrupting an enemy. Steal 3 boons when interrupting an enemy. (Cooldown: 10 seconds)
Air 50% Chance on Critical: Cause a Lightning Strike 100% Chance on Critical: Cause a Lightning Strike (Cooldown: 3 seconds)
Battle Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9 seconds) Gain 5 stacks of might (12 seconds) when you swap to this weapon while in combat. (Cooldown: 9 seconds)
Blight 60% Chance on Critical: Area Poison Attack (2 Seconds, 240 Radius) (Cooldown: 8 Seconds) 100% Chance on Critical: Area Poison Attack (3 Seconds, 240 Radius) (Cooldown: 8 Seconds)
Blood 50% Chance on Critical: Steal Health (Cooldown: 5 Seconds) 100% Chance on Critical: Steal Health (Cooldown: 5 seconds)
Bursting Adds 6% to current condition damage. +5% Condition Damage
Celerity Gain a charge when you kill a foe, five if you kill an enemy player. At 25 charges, gain quickness for 5 seconds. (You lose all stacks on down.) Gain quickness for 5 seconds when disabling an enemy. (Cooldown: 20 seconds)
Centaur Slaying +10% Damage vs. Centaurs +7% Damage vs. Centaurs; +3% Damage
Cleansing Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9 Seconds) Remove 3 conditions when you swap to this weapon while in combat. (Cooldown: 9 Seconds) PvP Split: 1 condition
Concentration Boons you apply last 33% longer for 7 seconds when you swap to this weapon while in combat. (Cooldown: 9 Seconds) +10% Boon Duration
Demon Slaying +10% Damage vs. Demons +7% Damage vs. Demons; +3% Damage
Demon Summoning Gain a summoning charge whenever you kill a foe. At 25 charges, you summon a fleshreaver. (You lose all charges on down.) Superior Sigil of Demons: Increase Inflicted Torment Duration: 20%
Destroyer Slaying +10% Damage vs. Destroyers +7% Damage vs. Destroyers; +3% Damage
Doom Your next attack after you swap to this weapon while in combat inflicts poison for 8 seconds. (Cooldown: 9 Seconds) Your next attack after you swap to this weapon while in combat inflicts 3 stacks of poison for 8 seconds. (Cooldown: 9 Seconds)
Dreams +10% Damage vs. Nightmare Court +7% Damage vs. Nightmare Court; +3% Damage
Earth 60% Chance on Critical: Inflict bleeding for 5 seconds. (Cooldown: 2 Seconds) 100% Chance on Critical: Inflict bleeding for 6 seconds. (Cooldown: 2 Seconds)
Elemental Slaying +10% Damage vs. Elementals +7% Damage vs. Elementals; +3% Damage
Fire 50% Chance on Critical: Trigger a flame blast for area of effect damage (240 radius). (Cooldown: 5 Seconds) 100% Chance on Critical: Trigger a flame blast around your foe (240 radius). (Cooldown: 5 Seconds)
Frailty 50% Chance on Hit: Inflict vulnerability for 10 seconds. (Cooldown: 2 Seconds) Inflict 2 stacks of vulnerability (8 seconds) with a flanking strike. (Cooldown: 2 Seconds)
Generosity 60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9 Seconds) 100% chance to transfer a condition to your foe on a critical hit. (Cooldown: 6 Seconds)
Geomancy Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9 Seconds) Inflict bleeding on nearby foes for 8 seconds when you swap to this weapon while in combat. (Cooldown: 9 Seconds)
Ghost Slaying +10% Damage vs. Ghosts +7% Damage vs. Ghosts; +3% Damage
Grawl Slaying +10% Damage vs. Grawl +7% Damage vs. Grawl; +3% Damage
Ice 30% Chance on Hit: Inflict Chill (2 Seconds) (Cooldown: 10 Seconds) Inflict Chill (2 seconds) with a flanking strike. (Cooldown: 10 Seconds)
Icebrood Slaying +10% Damage vs. Icebrood +7% Damage vs. Icebrood; +3% Damage
Incapacitation 60% Chance on Critical: Inflict Cripple (2 Seconds) (Cooldown: 5 Seconds) Inflict cripple (2 seconds) with a flanking strike. (Cooldown: 5 Seconds)
Intelligence (Now Vision) Your next three attacks after swapping to this weapon while in combat have a 100% critical chance. (Cooldown: 9 Seconds) Your attacks have a 100% critical chance for 3 seconds after swapping to this weapon in combat. (Cooldown: 9 Seconds)
Justice +10% Damage vs. Outlaws +7% Damage vs. Outlaws; +3% Damage
Karka Slaying +10% Damage vs. Karka +7% Damage vs. Karka; +3% Damage
Mad Scientists +10% Damage vs. Inquest +7% Damage vs. Inquest; +3% Damage
Nullification 60% Chance on Critical: Remove a Boon Remove a boon with a flanking strike. (Cooldown: 5 Seconds)
Ogre Slaying +10% Damage vs. Ogres +7% Damage vs. Ogres; +3% Damage
Purity 60% Chance on Hit: Remove a Condition (Cooldown: 10 Seconds) Remove a condition with a flanking strike. (Cooldown: 4 Seconds)
Rage 50% Chance on Critical: Gain Quickness (3 Seconds) (Cooldown: 30 Seconds) 100% Chance on Critical: Gain Quickness (3 Seconds) (Cooldown: 20 Seconds)
Rending Apply vulnerability when interrupting a foe. Apply 5 stacks of vulnerability (10 seconds) when interrupting a foe. (Cooldown: 3 Seconds)
Restoration Gain Health on Killing a Foe Heal nearby allies when disabling an enemy. (Cooldown: 15 Seconds)
Ruthlessness Gain might when interrupting a foe. Gain 5 stacks of might (10 seconds) when interrupting a foe. (Cooldown: 3 Seconds)
Serpent Slaying +10% Damage vs. Krait +7% Damage vs. Krait; +3% Damage
Smothering +10% Damage vs. Flame Legion +7% Damage vs. Flame Legion; +3% Damage
Sorrow +10% Damage vs. Dredge +7% Damage vs. Dredge; +3% Damage
Strength 60% Chance on Critical: Gain Might (10 Seconds) (Cooldown: 1 Second) 100% Chance on Critical: Gain Might (10 Seconds) (Cooldown: 1 Second)
Night Outgoing damage is increased by 10% at night. +7% Damage at Night; +3% Damage
Torment 50% Chance on Critical: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds) 100% Chance on Critical: Inflict 2 stacks of torment for 5 seconds to enemies around your target. (Cooldown: 5 Seconds)
Undead Slaying +10% Damage vs. Undead +7% Damage vs. Undead; +3% Damage
Water 30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5 Seconds) 100% Chance on Critical Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5 Seconds)
Wrath +10% Damage vs. Sons of Svanir +7% Damage vs. Sons of Svanir; +3% Damage

Rune Update: 13 November 2018

Rune Old Benefits New Benefits
Adventurer (1): +25 Condition Damage
(2): +35 Power
(3): +50 Condition Damage
(4): +65 Power
(5): +100 Condition Damage
(6): When you use a heal skill you gain 50% endurance. (Cooldown: 10s)
(1): +25 Condition Damage
(2): +35 Power
(3): +50 Condition Damage
(4): +65 Power
(5): +100 Condition Damage
(6): +125 power; when you use a heal skill you gain 50% endurance. (Cooldown: 10s)
Afflicted (1): +25 Condition Damage
(2): +10% Bleeding Duration
(3): +50 Condition Damage
(4): +15% Poison Duration
(5): +100 Condition Damage
(6): +20% bleeding duration; when you are downed, you create a death nova. (Cooldown: 30s)
(1): +25 Condition Damage
(2): +10% Poison Duration
(3): +50 Condition Damage
(4): +20% Bleeding Duration
(5): +100 Condition Damage
(6): +10% condition duration; when you kill a foe, you create a death nova at their location. (Cooldown: 15s)
Air (1): +25 Ferocity
(2): +10% Swiftness Duration
(3): +50 Ferocity
(4): When you use a heal skill you gain swiftness for 5 seconds. (Cooldown: 10s)
(5): +100 Ferocity
(6): +20% swiftness duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20s)
(1): +25 Ferocity
(2): +10% Swiftness Duration
(3): +50 Ferocity
(4): +20% Swiftness Duration
(5): +100 Ferocity
(6): +20% swiftness duration; when you use a heal skill, you gain shocking aura for 4 seconds. (Cooldown: 30s)
Altruism (1): +25 Healing Power
(2): When you use a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10s)
(3): +50 Healing Power
(4): +10% Boon Duration
(5): +100 Healing Power
(6): When you use a heal skill, grant fury to nearby allies for 5 seconds. (Cooldown: 10s)
(1): +25 Healing Power
(2): +5% Boon Duration
(3): +50 Healing Power
(4): +10% Boon Duration
(5): +100 Healing Power
(6): +125 healing power; transfer 1 condition to yourself from up to 5 allies in an area when using an elite skill. (Radius: 600)
Antitoxin (1): +28 Condition Damage
(2): -4% condition duration applied to you.
(3): +55 Condition Damage
(4): -8% condition duration applied to you.
(5): +100 Condition Damage
(6): -12% condition duration applied to you. Gain 5 stacks of might for 10 seconds on incoming poison or torment. (Cooldown: 20s)
(1): +25 Condition Damage
(2): -5% condition duration applied to you.
(3): +50 Condition Damage
(4): -10% condition duration applied to you.
(5): +100 Condition Damage
(6): -10% condition duration applied to you. When you remove one or more conditions, remove an additional condition.
Aristocracy (1): +25 Condition Damage
(2): +10% Might Duration
(3): +50 Condition Damage
(4): +15% Might Duration
(5): +100 Condition Damage
(6): +20% might duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
(1): +25 Condition Damage
(2): +10% Might Duration
(3): +50 Condition Damage
(4): +20% Might Duration
(5): +100 Condition Damage
(6): +20% might duration; when you inflict weakness on a foe, gain 5 stacks of might for 4 seconds. (Cooldown: 10s)
Baelfire (1): +25 Power
(2): +10% Burning Duration
(3): +50 Power
(4): 25% chance to gain vigor for 5 seconds when struck. (Cooldown: 25s)
(5): +100 Power
(6): +20% burning duration; 50% chance when struck to cause a fire nova. (Cooldown: 30s)
(1): +25 Power
(2): +10% Burning Duration
(3): +50 Power
(4): +10% Condition Duration
(5): +100 Power
(6): +20% burning duration; gain expertise equal to 7% of your power.
Balthazar (1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +15% burning duration; when you’re struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +20% burning duration; when you use a heal skill nearby foes are burned for 3 seconds. (Cooldown: 10s)
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +20% Burning Duration
(5): +100 Condition Damage
(6): +20% Burning Duration; +10% Maximum Health
Brawler (1): +25 Power
(2): +35 Toughness
(3): +50 Power
(4): +65 Toughness
(5): +100 Power
(6): When you use a heal skill you gain 3 stacks of might for 10 seconds. (Cooldown: 10s)
(1): +25 Power
(2): +35 Toughness
(3): +50 Power
(4): +65 Toughness
(5): +100 Power
(6): +125 toughness; when you use a heal skill you gain 5 stacks of might for 10 seconds. (Cooldown: 10s)
Centaur (1): +25 Power
(2): +10% Swiftness Duration
(3): +50 Power
(4): -50% Incoming Cripple Duration
(5): +100 Power
(6): +20% swiftness duration; when you use a heal skill, you and all nearby allies gain swiftness for 10 seconds. (Cooldown: 10s)
(1): +25 Power
(2): +10% Swiftness Duration
(3): +50 Power
(4): +20% Swiftness Duration
(5): +100 Power
(6): +20% swiftness duration; when you use a heal skill, you and nearby allies gain swiftness for 10 seconds. (Cooldown: 10s)
Citadel (1): +25 Power
(2): +10% Fury Duration
(3): +50 Power
(4): 25% chance when struck to gain fury for 15s. (Cooldown: 30s)
(5): +100 Power
(6): 20% fury duration; 50% chance when struck to summon a bomb. (Cooldown: 15s)
(1): +25 Power
(2): +10% Fury Duration
(3): +50 Power
(4): +20% Fury Duration
(5): +100 Power
(6): 20% fury duration; call an artillery barrage at your position when using your elite skill. (Cooldown: 45s)
Defender (1): +25 Healing
(2): When you block a foe’s attack, gain 1 second of regeneration.
(3): +50 Healing
(4): When you use a heal skill, gain aegis for 5 seconds. (Cooldown: 10s)
(5): +100 Healing
(6): When you block a foe’s attack, heal yourself. (Cooldown: 30s)
(1): +25 Toughness
(2): +35 Healing
(3): +50 Toughness
(4): +65 Healing
(5): +100 Toughness
(6): 10% increased maximum health; restores 5% of your maximum health when blocking an attack. (Cooldown: 1s)
Dolyak (1): +25 Toughness
(2): +35 Vitality
(3): +50 Toughness
(4): +65 Vitality
(5): +100 Toughness
(6): Regenerate health every second.
(1): +25 Toughness
(2): +35 Vitality
(3): +50 Toughness
(4): +65 Vitality
(5): +100 Toughness
(6): +125 toughness; regenerate health every second.
Durability (1): +25 Toughness
(2): +5% Boon Duration
(3): +50 Toughness
(4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20s)
(5): +100 Toughness
(6): +15% Boon Duration; +125 Vitality
(1): +25 Toughness
(2): +5% Boon Duration
(3): +50 Toughness
(4): +10% Boon Duration
(5): +100 Toughness
(6): +10% maximum health; grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second when struck. (Cooldown: 20s)
Dwayna (1): +25 Healing
(2): +10% Regeneration Duration
(3): +50 Healing
(4): 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45s)
(5): +100 Healing
(6): +20% regeneration duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10s)
(1): +25 Healing
(2): +10% Regeneration Duration
(3): +50 Healing
(4): +20% Regeneration Duration
(5): +100 Healing
(6): +10% maximum health; applied regeneration is 20% more effective.
Eagle (1): +25 Precision
(2): +35 Ferocity
(3): +50 Precision
(4): +65 Ferocity
(5): +100 Precision
(6): +6% damage against targets with less than 50% health.
(1): +25 Precision
(2): +35 Ferocity
(3): +50 Precision
(4): +65 Ferocity
(5): +100 Precision
(6): +125 ferocity; +10% damage against targets with less than 50% health.
Earth (1): +25 Toughness
(2): +10% Protection Duration
(3): +50 Toughness
(4): 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30s)
(5): +100 Toughness
(6): +20% protection duration; when struck below 20% health you gain a magnetic aura for 5 seconds. (Cooldown: 90s)
(1): +25 Toughness
(2): +10% Protection Duration
(3): +50 Toughness
(4): +20% Protection Duration
(5): +100 Toughness
(6): +10% increased incoming healing; when struck you gain a magnetic aura and protection for 4 seconds. (Cooldown: 90s)
Elementalist (1): +25 Power
(2): +35 Condition Damage
(3): +50 Power
(4): +65 Condition Damage
(5): +100 Power
(6): +20% Burning Duration; +20% Chilled Duration
(1): +25 Power
(2): +35 Condition Damage
(3): +50 Power
(4): +65 Condition Damage
(5): +100 Power
(6): +10% Condition Duration; +125 Condition Damage
Engineer (1): +25 Toughness
(2): +35 Condition Damage
(3): +50 Toughness
(4): +65 Condition Damage
(5): +100 Toughness
(6): While wielding a conjured weapon, environmental weapons, kits, banners, and stolen items gain +7% damage.
(1): +25 Toughness
(2): +35 Condition Damage
(3): +50 Toughness
(4): +65 Condition Damage
(5): +100 Toughness
(6): +125 condition damage; while wielding a conjured weapon, environmental weapons, kits, banners, and stolen items gain +7% damage.
Evasion (1): +25 Ferocity
(2): When executing a dodge roll, you gain 3 seconds of swiftness. (Cooldown: 10s)
(3): +50 Ferocity
(4): When executing a dodge roll, you gain 3 seconds of fury. (Cooldown: 10s)
(5): +100 Ferocity
(6): When executing a dodge roll, deal a crippling strike to nearby enemies. (Cooldown: 9s)
(1): +25 Ferocity
(2): +10% Swiftness Duration
(3): +50 Ferocity
(4): +20% Swiftness Duration
(5): +100 Ferocity
(6): +125 ferocity; gain swiftness for 6 seconds after evading an attack.
Fire (1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s)
(5): +100 Power
(6): +20% burning duration; when struck below 80% health you gain a fire aura for 5 seconds. (Cooldown: 60s)
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): Gain fire shield for 4 seconds when entering combat.
(5): +100 Power
(6): +20% burning duration; when affected by fire aura, deal +10% damage. (Cooldown: 60s)
Flame Legion (1): +25 Power
(2): +10% Burning Duration
(3): +50 Power
(4): 25% chance to cause burning for 1 second when hit. (Cooldown: 10s)
(5): +100 Power
(6): +20% burning duration; +7% damage against burning foes.
(1): +25 Power
(2): +10% Burning Duration
(3): +50 Power
(4): +20% Burning Duration
(5): +100 Power
(6): +20% burning duration; +7% damage against burning foes.
Flock (1): +25 Healing
(2): 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10s)
(3): +50 Healing
(4): When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
(5): +100 Healing
(6): When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
(1): +25 Healing
(2): +35 Vitality
(3): +50 Healing
(4): +65 Vitality
(5): +100 Healing
(6): +10% maximum health; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Forgeman (1): +25 Toughness
(2): +10% Burning Duration
(3): +50 Toughness
(4): +15% Protection Duration
(5): +100 Toughness
(6): When struck below 50% health you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60s)
(1): +25 Toughness
(2): +10% Burning Duration
(3): +50 Toughness
(4): +20% Burning Duration
(5): +100 Toughness
(6): +20% burning duration; when struck below 75% health, gain fire shield for 4 seconds.
Golemancer (1): +25 Ferocity
(2): +35 Precision
(3): +50 Ferocity
(4): +65 Precision
(5): +100 Ferocity
(6): 50% chance when struck to summon a golem. (Cooldown: 90s)
(1): +25 Ferocity
(2): +35 Precision
(3): +50 Ferocity
(4): +65 Precision
(5): +100 Ferocity
(6): +125 precision; summon a golem while in combat. (Cooldown: 60s)
Grenth (1): +25 Condition Damage
(2): +10% Chill Duration
(3): +50 Condition Damage
(4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s)
(5): +100 Condition Damage
(6): +20% chill duration; when you use a healing skill nearby foes are chilled for 3 seconds. (Cooldown: 10s)
(1): +25 Condition Damage
(2): +10% Chill Duration
(3): +50 Condition Damage
(4): +20% Chill Duration
(5): +100 Condition Damage
(6): +20% chill duration; when you use a healing skill nearby foes are damaged and chilled for 3 seconds. (Cooldown: 10s)
Grove (1): +25 Healing
(2): +10% Protection Duration
(3): +50 Healing
(4): 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30s)
(5): +100 Healing
(6): +20% protection duration; 50% chance when struck to root the attacking foe. (Cooldown: 90s)
(1): +25 Healing
(2): +10% Protection Duration
(3): +50 Healing
(4): +20% Protection Duration
(5): +100 Healing
(6): +20% protection duration; when struck, create a meadow at your location granting protection, regeneration, and vigor to allies. (Cooldown: 90s)
Guardian (1): +25 Toughness
(2): +35 Healing
(3): +50 Toughness
(4): +65 Healing
(5): +100 Toughness
(6): When you block a foe’s attack, burn that foe for 1 second. (Cooldown: 2s)
(1): +25 Toughness
(2): +35 Healing
(3): +50 Toughness
(4): +65 Healing
(5): +100 Toughness
(6): +125 toughness; when you block a foe’s attack, burn that foe for 1 second. (Cooldown: 2s)
Hoelbrak (1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s)
(5): +100 Power
(6): +20% might duration; -20% condition duration applied to you.
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): -10% Incoming Condition Duration
(5): +100 Power
(6): +10% Boon Duration; -10% Incoming Condition Duration
Ice (1): +25 Vitality
(2): +10% Chill Duration
(3): +50 Vitality
(4): 25% chance when struck to cause an ice nova. (Cooldown: 30s)
(5): +100 Vitality
(6): +20% chill duration; +7% damage against chilled foes.
(1): +25 Vitality
(2): +10% Chill Duration
(3): +50 Vitality
(4): +20% Chill Duration
(5): +100 Vitality
(6): +7% damage against chilled foes; create an ice nova at your foe’s location when you use an elite skill. (Cooldown: 10s)
Infiltration (1): +2% damage against foes with less than 50% health.
(2): +35 Precision
(3): +4% damage against foes with less than 50% health.
(4): +65 Precision
(5): +6% damage against targets with less than 50% health.
(6): When struck below 20% health, cloak for 4 seconds. (Cooldown: 60s)
(1): +25 Power
(2): +35 Precision
(3): +50 Power
(4): +65 Precision
(5): +100 Power
(6): +10% damage versus foes below 50% health; gain vigor for 5 seconds when entering stealth. (Cooldown: 30s)
Krait (1): +25 Condition Damage
(2): +10% Bleeding Duration
(3): +50 Condition Damage
(4): +15% bleeding duration; 25% chance when struck to cause bleeding for 10 seconds. (Cooldown: 15s)
(5): +100 Condition Damage
(6): +20% bleeding duration; when you use your elite skill you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 45s)
(1): +25 Condition Damage
(2): +10% Bleeding Duration
(3): +50 Condition Damage
(4): +20% Bleeding Duration
(5): +100 Condition Damage
(6): +20% bleeding duration; when you use your elite skill you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30s)
Leadership (1): +8 to All Stats
(2): +5% Boon Duration
(3): +12 to All Stats
(4): +10% Boon Duration
(5): +16 to All Stats
(6): +15% boon duration; when you use an elite skill, convert up to 2 conditions into boons of all nearby allies. (Cooldown: 45s)
(1): +8 to All Stats
(2): +5% Boon Duration
(3): +12 to All Stats
(4): +10% Boon Duration
(5): +16 to All Stats
(6): +10% boon duration; when you use an elite skill, convert up to 3 conditions into boons of all nearby allies. (Cooldown: 45s)
Lich (1): +25 Vitality
(2): +5% Condition Duration
(3): +50 Vitality
(4): +10% Condition Duration
(5): +100 Vitality
(6): 50% chance when struck to summon a jagged horror. (Cooldown: 60s)
(1): +25 Vitality
(2): +5% Condition Duration
(3): +50 Vitality
(4): +10% Condition Duration
(5): +100 Vitality
(6): +4% condition damage; summon a jagged horror while in combat. (Cooldown: 60s)
Lyssa (1): +25 Precision
(2): +5% Condition Duration
(3): +50 Precision
(4): When you use a heal skill you gain a random boon for 10 seconds. (Cooldown: 10s)
(5): +100 Precision
(6): When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45s)
(1): +25 Precision
(2): +5% Condition Duration
(3): +50 Precision
(4): +10% Boon Duration
(5): +100 Precision
(6): +10% condition duration; when you use an elite skill, convert up to 3 conditions into boons. (Cooldown: 45s)
Melandru (1): +25 Toughness
(2): +35 Vitality
(3): +50 Toughness
(4): -10% Incoming Condition Duration; -10% Incoming Stun Duration
(5): +100 Toughness
(6): -15% Incoming Condition Duration; -15% Incoming Stun Duration
(1): +25 Toughness
(2): +35 Vitality
(3): +50 Toughness
(4): -10% Incoming Condition Duration
(5): +100 Toughness
(6): -10% Incoming Condition Duration; -20% Incoming Stun Duration
Mercy (1): +25 Toughness
(2): Gain up to 400 toughness while reviving an ally, based on your level.
(3): +50 Toughness
(4): You resurrect allies with 30% more health.
(5): +100 Toughness
(6): You revive allied players 20% faster.
(1): +25 Toughness
(2): +35 Healing Power
(3): +50 Toughness
(4): Gain 20% damage reduction while reviving allies.
(5): +100 Toughness
(6): You revive allied players 20% faster and with 30% more health.
Mesmer (1): +25 Power
(2): +35 Precision
(3): +50 Power
(4): +65 Precision
(5): +100 Power
(6): +33% Daze Duration
(1): +25 Power
(2): +35 Precision
(3): +50 Power
(4): +65 Precision
(5): +100 Power
(6): +33% daze duration; +10% damage to dazed foes.
Mirage (1): +25 Condition Damage
(2): +35 Toughness
(3): +50 Condition Damage
(4): +65 Toughness
(5): +100 Condition Damage
(6): Heal yourself when you successfully evade an attack. (Cooldown: 20s)
(1): +25 Condition Damage
(2): +35 Toughness
(3): +50 Condition Damage
(4): +65 Toughness
(5): +100 Condition Damage
(6): +125 toughness; inflict torment for 4 seconds when you successfully evade an attack.
Monk (1): +25 Healing
(2): +5% Boon Duration
(3): +50 Healing
(4): +10% boon duration; 25% chance when struck to heal for a small amount. (Cooldown: 15s)
(5): +100 Healing
(6): +10% outgoing heal effectiveness to allies.
(1): +25 Healing
(2): +5% Boon Duration
(3): +50 Healing
(4): +10% Boon Duration
(5): +100 Healing
(6): +10% outgoing heal effectiveness to allies; +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10).
Nature’s Bounty (1): +25 Healing Power
(2): -5% Incoming Condition Duration
(3): +50 Healing Power
(4): -10% Incoming Condition Duration
(5): +100 Healing Power
(6): When using a heal skill, you and nearby allies lose one condition. (Cooldown: 10s)
(1): +25 Healing Power
(2): -5% Incoming Condition Duration
(3): +50 Healing Power
(4): -10% Incoming Condition Duration
(5): +100 Healing Power
(6): -10% incoming condition duration; cleanse a condition from nearby allies when you use a heal skill. (Cooldown: 10s)
Necromancer (1): +25 Healing Power
(2): -5% Incoming Condition Duration
(3): +50 Healing Power
(4): -10% Incoming Condition Duration
(5): +100 Healing Power
(6): When using a heal skill, you and nearby allies lose one condition. (Cooldown: 10s)
(1): +25 Condition Damage
(2): +35 Vitality
(3): +50 Condition Damage
(4): +65 Vitality
(5): +100 Condition Damage
(6): +125 Condition Damage; +20% Fear Duration
Nightmare (1): +25 Condition Damage
(2): +5% Condition Duration
(3): +50 Condition Damage
(4): +10% Condition Duration
(5): +100 Condition Damage
(6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition. (Cooldown: 45s)
(1): +25 Condition Damage
(2): +10% Fear Duration
(3): +50 Condition Damage
(4): +10% Condition Duration
(5): +100 Condition Damage
(6): +10% condition duration; when you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition. (Cooldown: 45s)
Ogre (1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): 25% chance when struck to summon a rock dog. (Cooldown: 90s)
(5): +100 Power
(6): +4% Damage
(1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): +65 Ferocity
(5): +100 Power
(6): +4% damage; summon a rock dog while in combat.
Orr (1): +25 Condition Damage
(2): +10% Poison Duration
(3): +50 Condition Damage
(4): 25% chance when struck to cause poison for 10 seconds. (Cooldown: 20s)
(5): +100 Condition Damage
(6): +20% poison duration; when struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s)
(1): +25 Condition Damage
(2): -5% Incoming Condition Duration
(3): +50 Condition Damage
(4): -10% Incoming Condition Duration
(5): +100 Condition Damage
(6): -10% Incoming Condition Duration; +10% Maximum Health
Pack (1): +25 Power
(2): +10% Swiftness Duration
(3): +50 Power
(4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 30s)
(5): +100 Power
(6): +20% Swiftness Duration; +125 Precision
(1): +25 Power
(2): +5% Boon Duration
(3): +50 Power
(4): +10% Boon Duration
(5): +100 Power
(6): +125 precision; grant nearby allies 5 stacks of might, fury, and swiftness for 10 seconds when entering combat. (Cooldown: 20s)
Perplexity (1): +25 Condition Damage
(2): +10% Confusion Duration
(3): +50 Condition Damage
(4): 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25s)
(5): +100 Condition Damage
(6): +20% confusion duration; when you use a heal skill, inflict 3 stacks of confusion in an area for 6 seconds. (Radius: 240, Cooldown: 15s)
(1): +25 Condition Damage
(2): +10% Confusion Duration
(3): +50 Condition Damage
(4): +20% Confusion Duration
(5): +100 Condition Damage
(6): +20% confusion duration; -10% damage from confused foes.
Privateer (1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20s)
(5): +100 Power
(6): 50% chance to summon a parrot. (Cooldown: 60s)
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): +20% Might Duration
(5): +100 Power
(6): Shout “Yarr” while in combat granting 5 stacks of might to nearby allies for 10 seconds and summoning a parrot. (Cooldown: 60s)
Radiance (1): +25 Vitality
(2): When you receive an aura, you gain 5 seconds of swiftness. (Cooldown: 20s)
(3): +50 Vitality
(4): When you use a heal skill, you gain 4 seconds of light aura. (Cooldown: 20s)
(5): +100 Vitality
(6): The duration of auras you apply are increased by 33%.
(1): +25 Vitality
(2): +5% Boon Duration
(3): +50 Vitality
(4): +10% Boon Duration
(5): +100 Vitality
(6): +10% boon duration; the duration of auras you apply are increased by 33%.
Rage (1): +25 Ferocity
(2): +10% Fury Duration
(3): +50 Ferocity
(4): 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30s)
(5): +100 Ferocity
(6): +20% fury duration; while under the effects of fury gain +5% damage.
(1): +25 Ferocity
(2): +10% Fury Duration
(3): +50 Ferocity
(4): Gain fury for 8 seconds when entering combat. (Cooldown: 10s)
(5): +100 Ferocity
(6): +20% fury duration; while under the effects of fury gain +5% damage.
Rata Sum (1): +25 Precision
(2): +10% Poison Duration
(3): +50 Precision
(4): +15% Weakness Duration
(5): +100 Precision
(6): +20% poison duration; 50% chance when struck to summon a radiation field. (Cooldown: 90s)
(1): +25 Precision
(2): +10% Poison Duration
(3): +50 Precision
(4): +20% Weakness Duration
(5): +100 Precision
(6): +10% condition duration; summon a gamma ray field that grants might on combat entry. (Cooldown: 60s)
Reaper (1): +25 Power
(2): +35 Toughness
(3): +50 Power
(4): +65 Toughness
(5): +100 Power
(6): When executing a shout skill, chill nearby enemies for 1 second (360 radius).
(1): +25 Power
(2): +35 Toughness
(3): +50 Power
(4): +65 Toughness
(5): +100 Power
(6): +125 toughness; when executing a shout skill, chill nearby enemies for 1 second (360 radius).
Rebirth (1): +25 Healing Power
(2): +35 Concentration
(3): +50 Healing Power
(4): +65 Concentration
(5): +100 Healing Power
(6): Ignore the next lethal blow and gain a barrier. (Cooldown: 90s)
(1): +25 Healing Power
(2): +5% Boon Duration
(3): +50 Healing Power
(4): +10% Boon Duration
(5): +100 Healing Power
(6): +125 healing power; ignore the next lethal blow and gain a barrier. (Cooldown: 90s)
Resistance (1): +25 Toughness
(2): -5% Incoming Condition Duration
(3): +50 Toughness
(4): -10% Incoming Condition Duration
(5): +100 Toughness
(6): When you activate a signet skill you gain aegis for 8 seconds. (Cooldown: 30s)
(1): +25 Toughness
(2): -5% Incoming Condition Duration
(3): +50 Toughness
(4): -10% Incoming Condition Duration
(5): +100 Toughness
(6): -10% incoming condition duration; when you activate a signet skill you gain aegis for 8 seconds. (Cooldown: 30s)
Revenant (1): +8 to All Stats
(2): +10 to All Stats
(3): +12 to All Stats
(4): +14 to All Stats
(5): +16 to All Stats
(6): Gain 2 seconds of resistance when you use a heal skill. (Cooldown: 10s)
(1): +8 to All Stats
(2): +10 to All Stats
(3): +12 to All Stats
(4): +14 to All Stats
(5): +16 to All Stats
(6): +18 to all stats; gain 2 seconds of resistance when you use a heal skill. (Cooldown: 10s)
Sanctuary (1): +25 Vitality
(2): +5% Boon Duration
(3): +50 Vitality
(4): 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30s)
(5): +100 Vitality
(6): When struck below 20% health gain stability for 5 seconds. (Cooldown: 60s)
(1): +25 Vitality
(2): +5% Boon Duration
(3): +50 Vitality
(4): +10% Boon Duration
(5): +100 Vitality
(6): Gain a barrier equal to 20% of the value of incoming heals.
Scavenging (1): +25 Condition Damage
(2): 25% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
(3): +50 Condition Damage
(4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
(5): +100 Condition Damage
(6): 7% of vitality is converted to condition damage.
(1): +25 Condition Damage
(2): +35 Vitality
(3): +50 Condition Damage
(4): +65 Vitality
(5): +100 Condition Damage
(6): +20% poison duration; 7% of vitality is converted to condition damage.
Scholar (1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): +65 Ferocity
(5): +100 Power
(6): +10% damage while your health is above 90%.
(1): +25 Power
(2): +35 Ferocity
(3): +50 Power
(4): +65 Ferocity
(5): +100 Power
(6): +125 ferocity, +5% damage while your health is above 90%.
Scourge (1): +25 Healing Power
(2): +35 Condition Damage
(3): +50 Healing Power
(4): +65 Condition Damage
(5): +100 Healing Power
(6): Gain a barrier when you are struck while below the 50% health threshold. (Cooldown: 75s)
(1): +25 Healing Power
(2): +35 Condition Damage
(3): +50 Healing Power
(4): +65 Condition Damage
(5): +100 Healing Power
(6): +125 healing power; gain a barrier when you are struck while below the 75% health threshold. (Cooldown: 75s)
Speed (1): +25 Vitality
(2): +10% Swiftness Duration
(3): +50 Vitality
(4): 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30s)
(5): +100 Vitality
(6): +20% Swiftness Duration; +25% Movement Speed
(1): +25 Vitality
(2): +10% Swiftness Duration
(3): +50 Vitality
(4): +20% Swiftness Duration
(5): +100 Vitality
(6): +20% swiftness duration; swiftness grants +66% movement speed.
Stars (1): +8 to All Stats
(2): -30% Incoming Weakness Duration
(3): +12 to All Stats
(4): -30% Incoming Chill and Cripple Duration
(5): +16 to All Stats
(6): -10% Damage Taken from Conditions
(1): +8 to All Stats
(2): -30% Incoming Weakness Duration
(3): +12 to All Stats
(4): -30% Incoming Chill and Cripple Duration
(5): +16 to All Stats
(6): -10% Damage Taken from Conditions, -10% Incoming Condition Duration
Strength (1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): +15% might duration; 25% chance when struck to gain might for 5 seconds. (Cooldown: 5s)
(5): +100 Power
(6): +20% might duration; +5% damage while under the effects of might.
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): +20% Might Duration
(5): +100 Power
(6): +20% might duration; +5% damage while under the effects of might.
Sunless (1): +25 Condition Damage
(2): -5% Incoming Condition Duration
(3): +50 Condition Damage
(4): -10% Incoming Condition Duration
(5): +100 Condition Damage
(6): When you use your elite skill you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45s)
(1): +25 Condition Damage
(2): -5% Incoming Condition Duration
(3): +50 Condition Damage
(4): -10% Incoming Condition Duration
(5): +100 Condition Damage
(6): -10% incoming condition duration; when you use your elite skill you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45s)
Surging (1): +25 Power
(2): +5% Boon Duration
(3): +50 Power
(4): +10% Boon Duration
(5): +100 Power
(6): When you use an elite skill, you gain a shocking aura for 5 seconds. (Cooldown: 45s)
(1): +25 Power
(2): +5% Boon Duration
(3): +50 Power
(4): +10% Boon Duration
(5): +100 Power
(6): +20% vigor duration; when you use an elite skill, you gain a shocking aura for 4 seconds. (Cooldown: 45s)
Svanir (1): +25 Toughness
(2): +10% Chill Duration
(3): +50 Toughness
(4): -50% Incoming Chill Duration
(5): +100 Toughness
(6): +20% chill duration; when you’re struck below 20% health, gain a frost aura for 5 seconds. (Cooldown: 90s)
(1): +25 Toughness
(2): +10% Chill Duration
(3): +50 Toughness
(4): +20% Chill Duration
(5): +100 Toughness
(6): -66% incoming chill duration; gain a frost aura for 5 seconds when your health drops below 50%. (Cooldown: 90s)
Tempest (1): +8 to All Stats
(2): +5% Condition Duration
(3): +12 to All Stats
(4): +10% Condition Duration
(5): +16 to All Stats
(6): Heal nearby allies when you break a stun (radius 360).
(1): +8 to All Stats
(2): +5% Condition Duration
(3): +12 to All Stats
(4): +10% Condition Duration
(5): +16 to All Stats
(6): +10% condition duration; heal nearby allies when you break a stun (radius 360).
Thief (1): +25 Precision
(2): +35 Condition Damage
(3): +50 Precision
(4): +65 Condition Damage
(5): +100 Precision
(6): When striking your foe from behind or the side gain +10% damage.
(1): +25 Precision
(2): +35 Condition Damage
(3): +50 Precision
(4): +65 Condition Damage
(5): +100 Precision
(6): +125 precision; when striking your foe from behind or the side, gain +10% damage.
Thorns (1): +25 Condition Damage
(2): +10% Poison Duration
(3): +50 Condition Damage
(4): +15% Poison Duration
(5): +100 Condition Damage
(6): +20% poison duration; gain 50 condition damage for 60 seconds when you are hit by a poisoned foe. (Cooldown: 10s)
(1): +25 Condition Damage
(2): +10% Poison Duration
(3): +50 Condition Damage
(4): +20% Poison Duration
(5): +100 Condition Damage
(6): +20% Poison Duration; +125 Condition Damage
Tormenting (1): +25 Condition Damage
(2): +10% Torment Duration
(3): +50 Condition Damage
(4): +15% Torment Duration
(5): +100 Condition Damage
(6): +20% torment duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20s)
(1): +25 Condition Damage
(2): +10% Torment Duration
(3): +50 Condition Damage
(4): +20% Torment Duration
(5): +100 Condition Damage
(6): +20% torment duration; heal for a small amount when inflicting torment on a foe.
Trapper (1): +25 Condition Damage
(2): The duration of conditions you apply last 10% longer.
(3): +50 Condition Damage
(4): When you use a trap skill, you gain 2 seconds of superspeed.
(5): +100 Condition Damage
(6): Gain 2 seconds of stealth when using a trap skill.
(1): +25 Condition Damage
(2): +5% Condition Duration
(3): +50 Condition Damage
(4): +10% Condition Duration
(5): +100 Condition Damage
(6): Gain 3 seconds of stealth and superspeed when using a trap skill.
Traveler (1): +8 to All Stats
(2): +5% Boon Duration
(3): +12 to All Stats
(4): +10% Boon Duration; +10% Condition Duration
(5): +16 to All Stats
(6): +25% Movement Speed
(1): +8 to All Stats
(2): +5% Boon Duration
(3): +12 to All Stats
(4): +10% Boon Duration
(5): +16 to All Stats
(6): +25% Movement Speed; +10% Condition Duration
Trooper (1): +25 Vitality
(2): +35 Toughness
(3): +50 Vitality
(4): +65 Toughness
(5): +100 Vitality
(6): Shouts remove a condition from each affected ally.
(1): +25 Vitality
(2): +35 Toughness
(3): +50 Vitality
(4): +65 Toughness
(5): +100 Vitality
(6): +125 Toughness; shouts remove a condition from each affected ally.
Undead (1): +25 Condition Damage
(2): +35 Toughness
(3): +50 Condition Damage
(4): +65 Toughness
(5): +100 Condition Damage
(6): 7% of toughness is converted to condition damage.
(1): +25 Condition Damage
(2): +35 Toughness
(3): +50 Condition Damage
(4): +65 Toughness
(5): +100 Condition Damage
(6): +125 toughness; 7% of toughness is converted to condition damage.
Vampirism (1): +25 Power
(2): 15% chance when struck to cause your next attack to steal life. (Cooldown: 25s)
(3): +50 Power
(4): After using your healing skill, your next attack skill steals health. (Cooldown: 10s)
(5): +100 Power
(6): When struck below 25% health, you steal health from nearby foes. (Cooldown: 40s)
(1): +25 Power
(2): +35 Vitality
(3): +50 Power
(4): +65 Vitality
(5): +100 Power
(6): +10% maximum health; restore 10% of your health when you kill a foe.
Warrior (1): +25 Vitality
(2): +35 Power
(3): +50 Vitality
(4): +65 Power
(5): +100 Vitality
(6): -20% recharge on weapon swap.
(1): +25 Vitality
(2): +35 Power
(3): +50 Vitality
(4): +65 Power
(5): +100 Vitality
(6): +125 vitality; -20% recharge on weapon swap.
Water (1): +25 Healing Power
(2): +5% Boon Duration
(3): +50 Healing Power
(4): 25% chance when struck to remove a condition. (Cooldown: 30s)
(5): +100 Healing Power
(6): +15% boon duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
(1): +25 Healing Power
(2): +5% Boon Duration
(3): +50 Healing Power
(4): +10% Boon Duration
(5): +100 Healing Power
(6): +10% boon duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Weaver (1): +8 to All Stats
(2): +5% Condition Duration
(3): +12 to All Stats
(4): +10% Condition Duration
(5): +16 to All Stats
(6): Gain a barrier when you execute a leap combo finisher.
(1): +8 to All Stats
(2): +10% Burning Duration
(3): +12 to All Stats
(4): +20% Chill Duration
(5): +16 to All Stats
(6): +10% condition duration; gain a barrier when you execute a leap combo finisher.
  • Aen

    So when will we get Automatic Clone Disperser Trick, Immunity to AoE Conditions Trick and Shroud Disruptor Trap?

  • Alot

    Noice. Especially if you get those pvp materials for crafting legendary gear from the upcoming 2v2 tournament. I’d actually have a reason to play again if that were the case.

    Short of custom home instances, GW2 is almost out of things to fix.

    • Squatch

      I think they should take all the nodes, cats and personal story characters out of the home instance, and bring them to Sun’s Refuge which is already a much more interesting hub for quests and characters.

      Then the home instances can be… re-purposed into something else? They were never too interesting to begin with in my pov.

  • Yanshuly Katz

    no update for rune of divinity in the list
    or sigil of force.

    • Ares Zax

      While I do agree that Rune of Divinity could probably do with a buff (with bonuses to Concentration and Expertise added), Sigil of Force is probably the “baseline” +damage sigil that all the other sigils are compared to. As such, I wouldn’t expect any changes to it.

    • Alot

      I too was looking for the rune of divinity.

    • Narottam Zakheim

      well rune of the revenant kind of makes divinity obsolete…. gives the same stat buff plus resistance on healing skill

      • Narottam Zakheim

        dunno if they added concentration or expertise tho

  • commentor

    Folks who lack condi cleansing like Revenants will be pleased…

  • John Kucing

    The drop rate of the main elements by recycling for creating a rune/sigil is too low… I have recycled 250 gold runes and obtained only 8 charms, 250 green runes and obtained 4 charms… Knowing you need 3 of them for a simple rune, this is ridiculous.
    The designers deserve to be tarred and feathered.

    • Squatch

      Everybody should be fired, the game shut down, and Seattle should be given to Russia for this travesty!

  • Nashrow

    Can sbd post a photo of the Misforgend glorious Heros armor in PVP?

    Just wantet to know the required Things..

  • Gordon Freeman

    So, rune of Dracula will be good?

  • Josh Shaffer

    Did you really just take away the +25 movement speed on speed runes…

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