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November Skills and Balance Preview

Read up on the latest skills and balance news for endgame PvE.
Published Oct 28, 2023
Balance Changes

The October 27 Preview showcased new expansion Relics coming November 7 with the QR1 (Quarterly Release 1) patch, and the upcoming Balance Patch due on November 28.

Notable Changes
  • New relics.
  • is now usable on Mechanist
  • Power Catalyst buffs
  • Engineer Off Hand Pistol & Scrapper buffs
  • Guardian Hammer improvements.
  • Mesmer : Quality of life/rework for Mirage, Heal Mesmer groundwork, Condition Damage weapon buffs buffs
  • Necromancer: You get nothing. Good day, sir!
  • Comprehensive Ranger Pet rework.
  • Revenant Shield applies Aegis, Vindicator Trait Line rework.
  • Thief Staff utility rework. Unsuccessful resurrection of an eldritch evil, Pistol/Dagger Condition Deadeye
  • Power Berserker Buffs. Quickness Berserker becomes the new overpowered support pick!

General Changes

Upcoming Relics

  • Relic of Nayos : Removing a condition from yourself Heals you.
  • Relic of Febe : When you use a Healing Skill, grant nearby allies Swiftness and remove movement-impairing conditions from them.
  • Relic of Karakosa : Heal other nearby allies when you successfully Combo a field with a blast finisher.
  • Relic of Nourys : Gain Stacks of Nourys' Hunger every interval when you remove boons from enemies. Consume 10 Stacks to grow larger, dealing increased damage, taking reduced damage, and converting a percentage of outgoing damage into Healing.
  • Relic of the Midnight King: Grant Might and Fury to nearby allies when you disable an enemy.
  • Relic of the Demon Queen: Poison that you apply reduces Healing by an additional amount. Disabling a foe applies Poison.

Six new relics were previewed for the upcoming November 7th QR1 (Quarterly Release 1) patch, and there seems to be high initial interest in Relic of Nourys and Relic of the Midnight King.

 

Builds like Spellbreaker or Chronomancer on Qadim may see huge gains (literally) from leveraging Relic of Nourys, while support builds that need to help fill Might gaps might leverage Relic of the Midnight King.

Existing Relics

  • : Increased the number of Conditions converted to Boons from 3 to 5.
  • : Increased the number of conditions removed from 1 to 2.
  • : Stability stacks increased from 1 to 2 in all game modes; duration increased from 2 seconds to 3 seconds.
  • : This relic now grants its effect to allies in a radius of 360.
  • : This relic now also grants its bonus when applying Boon to yourself. Increased the Concentration per stack from 15 to 25. This relic no longer has an internal Cooldown.
  • : This relic no longer has an internal Cooldown.
  • : Increased the base duration from 3 seconds to 4 seconds.
  • : This relic no longer has an internal Cooldown when triggered by an elixir skill. Reduced the Stack duration from 30 seconds to 10 seconds. Stacks are now expended when striking an enemy and when attacks are negated. Increased the Poison duration from 3 seconds to 5 second.
  • : The dagger is now launched from the ending location and fires faster. The damage increase now remains for a duration instead of ending after the first hit. Reduced the duration of the damage increase from 10 seconds to 4 seconds. Increased the Torment duration from 4 seconds to 6.
  • : Now shoots ice at the nearest 5 enemies three times. Projectiles now inflict Vulnerability. Increased the Chilled duration from 1 second to 1.5 seconds. Increased the damage coefficient from 0.5 to 1.0.

There were 10 identified underperforming Relics across all game modes, but most are largely irrelevant for endgame PvE builds. The notable exception is , which not only lost its internal Cooldown, but now also works on the Mechanist pet, making it playable on Heal Mechanist.

There is some potential for to see play on DPS builds which frequently shadowstep.

Profession Changes

Elementalist

"The effectiveness of power-based Catalyst builds relies on , which either grants the user the full bonus or none at all. We think that this disparity is a bit too large, so we're updating the trait to always grant a lesser bonus, making it less punishing to drop below the maximum number of stacks."

 

Elementalist

  • (Hammer 3, Fire) : Increased the damage and condition damage bonus from 10% to 15%.
  • (Hammer 3, Air) : Increased the Critical Strike Chance bonus.
  • (Hammer 5, Fire : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the power coefficient from 1.3 to 2.0.
  • (Dagger 4, Fire) : Increased the power coefficient from 1.2 to 2.0.
  • (Warhorn 4, Water) : Reduced the Cooldown from 35 seconds to 30 seconds.
  • (Warhorn 5, Water) : Reduced the Cooldown from 35 seconds to 30 seconds.
  • (Utility) : Reduced the Cooldown to 35 seconds.
  • (Elite) : Reduced the Cooldown from 150 seconds to 60 seconds.
  • (Elite) : Reduced the Cooldown from 150 seconds to 60 seconds.

 

Weaver

  • : This skill now also grants Endurance. Increased the base Healing on activation from 2,640 to 4,000. Increased the base Healing when striking an enemy from 573 to 650.
  • : This trait now additionally removes a condition when gaining Superspeed or Swiftness, with a 3-second internal Cooldown.

 

Catalyst

  • Hammer : Fixed an issue that caused circular projectiles to occasionally lose their ability to strike enemies when their duration was refreshed.
  • : This trait will now cause to always be 50% more effective. Effectiveness at the maximum number of stacks is unchanged.

The change is a welcomed one, making Power Catalyst more forgiving while still being a prominently featured build.

With the introduction of Weapon Mastery, Sword/Warhorn became the dominant weapon for both Power Catalyst and Power Weaver, replacing Hammer and Sword/Dagger respectively.

We'll see if these targeted buffs are enough to challenge Warhorn's supremacy.

Engineer

"Rifle and Pistol are both receiving some general improvements to make them more compelling options, with Pistol filling the role of a hybrid damage off-hand weapon to play alongside both Sword and Pistol main hands. We've also made some improvements for support-focused Scrapper builds and reworked some of the passive trait triggers in Alchemy for more active gameplay."

 

Engineer

  • (Rifle 3) : Increased the casting time from 0.24 seconds to 0.62 seconds. This skill now inflicts Vulnerability in addition to Immobilizing enemies. Increased the power coefficient from 0.5 to 1.25.
  • (Rifle 5) : This skill will now Evade for 0.5 seconds at the start of the animation.
  • (Pistol 3) : Reduced the casting time from 0.4 seconds to 0.2 seconds.
  • (Pistol 4) : Increased the minimum power coefficient from 0.33 to 1.0. Increased the maximum power coefficient from 1.0 to 2.0.
  • (Pistol 5) : Increased the missile velocity from 900 to 1,200. This skill is now a Blast Finisher and deals strike damage to enemies in the impact area with a power coefficient of 1.5. Reduced the Cooldown from 20 seconds to 12 seconds.
  • () : This skill will now directly target up to 5 allies with bandages instead of firing them in a fan-shaped area. Bandages will now only hit their intended target unless that target is at Full Health.
  • : Reduced the Cooldown from 25 seconds to 20 seconds.
  • : This skill no longer has a chance to grant swiftness.
  • : Reduced the Cooldown from 32 seconds to 25 seconds.

 

Alchemy Trait Line

  • : This trait will now also activate when gaining Superspeed.
  • : This trait will now activate after using a Healing Skill instead of upon reaching a threshold of conditions.
  • : This trait will now activate after using an elite skill instead of when being struck below a health threshold.

 

Holosmith

  • : This skill no longer has a reduced recharge when used above a heat threshold and now grants Stability when used. Reduced the Cooldown from 30 seconds to 20 seconds.
  • : Reduced the Cooldown from 40 seconds to 25 seconds.

 

Scrapper

  • : The Barrier granted by this trait is now also applied to nearby allies.
  • : Increased Stability stacks from 1 to 2. Increased the number of targets from 3 to 5.
  • : This trait has been reworked. Your grants Protection to allies when summoned. Using a Healing Skill's associated toolbelt skill grants Protection to nearby allies.
  • : The Condition Damage from this trait has been removed. Increased the bonus Power per stack of Might from 20 to 40.
  • : Reduced the Cooldown from 20 seconds to 15 seconds.
  • : Reduced the Cooldown from 30 seconds to 20 seconds.

 

Mechanist

  • : For a short period of time, the effect will remain active even after the Mech moves out of range of the Engineer.

When equipped, the following relics' effects will now activate when the mech's abilities fulfill their requirements but affect the mech and the engineer separately:

When equipped, the following relics' effects will now activate when the mech's abilities fulfill their requirements, but Cooldown are shared with the engineer:

Initial reactions are that Power Scrapper has gained enough firepower to become a featured build, while retaining its indestructibility thanks to the free durability in .

The buffs to off-hand Pistol give Power Holosmith more reason to drop its Shield, a source of considerable Defiance Break.

Guardian

"We've tuned up a few of Guardian's defensive tools alongside some improvements to the Hammer, including additional burst damage potential with now refreshing when striking an enemy."

 

Guardian

  • (Hammer Auto Attack) : Reduced the casting time from 0.9 seconds to 0.7 seconds.
  • (Hammer 3) : Reduced the casting time from 1.2 seconds to 0.94 seconds. Increased the additional-hit Barrier from 225 to 625. Increased the power coefficient from 1.5 to 2.25.
  • (Hammer 4) : This skill now recharges when striking an enemy. Increased the number of targets from 1 to 3.
  • (Valor Trait Line) : This trait has been reworked and renamed Redemption. Cast Lesser (lasts 3 seconds) when you use .

 

Dragonhunter

  • : Reduced the Cooldown from 50 seconds to 45 seconds.
  • : This trait has been reworked and renamed Hunter's Premonition. Gain Aegis when you use a trap skill.
  • : This trait now also grants 180 Vitality.

 

Firebrand

  • : No longer has an internal Cooldown.
  • Epilogue: Ashes of the Just : Now also applies 5 stacks of Might to nearby allies for 8 seconds.

 

Willbender

  • : Now grants 180 Vitality instead of Healing Power.
  • : Now grants Resistance instead of Swiftness.

Guardian changes may be compelling for Virtues Dragonhunter. Hammer should now be more competitive with Longbow.

Mesmer

"Our goal for Mesmer in this update was to improve the set of tools available to support builds. We've made larger changes to the Chaos and Inspiration specializations to provide better access to certain Boon and improve Healing capabilities."

 

Weapons

  • Axe Clones no longer perform an Attack Chain and instead will only repeat .
  • : This skill now applies Bleeding and Torment for 3 seconds when used by a Clone.
  • (Axe 2) : Reduced the Ammunition Recharge from 8 seconds to 6 seconds.
  • (Axe 3) : Reduced the Cooldown from 10 seconds to 8 seconds.
  • (Torch 4): Reduced the Cooldown from 30 seconds to 20 seconds.
  • (Torch 5) : Reduced the Cooldown from 30 seconds to 20 seconds.
  • (Staff 3) : The Phantasm summoned by this skill now inflicts Torment instead of Vulnerability.
  • (Scepter Auto Attack): Increased the Torment duration from 2 seconds to 4 seconds.
  • (Scepter Auto Attack) : Increased the Torment duration from 3 seconds to 6 seconds.
  • (Scepter 2): Reduced the Cooldown from 8 seconds to 6 seconds.
  • (Scepter 2): Now inflicts 5 stacks of Confusion for 7 seconds.
  • (Scepter 3): Reduced the Cooldown from 12 seconds to 9 seconds.

 

Chaos Trait Line

  • : This trait has been reworked. Grant Regeneration to nearby allies after using a Healing Skill, with a 10-second internal Cooldown.
  • : This trait has been reworked. Grant Protection to nearby allies when you use a Shatter skill. Protection duration scales based on the number of shattered Clones.
  • : This trait has been reworked. When you grant Chaos Aura to yourself, also grant it to nearby allies. When you grant Chaos Aura to an ally, also grant them Regeneration.
  • : This trait has been reworked. Gain Regeneration when you use Shatter skill 2. Deal increased Condition Damage when you have Chaos Aura.
  • : The additional Boon based on which Shatter skill you use is now also granted to nearby allies. Distortion now grants Stability instead of Regeneration.

 

Inspiration Trait Line

  • : This trait now also transfers conditions from nearby allies to summoned Phantasms.
  • : This trait has been moved to the minor grandmaster slot, replacing H. This trait now increases Outgoing Healing in addition to its previous effect.
  • : This trait has been moved to the grandmaster tier, replacing . The Healing and condition removal now also affect nearby allies.
  • Ego Restoration : This trait fills the master tier slot previously held by . Create a Clone after using a Healing Skill.
  • : Increased the Superspeed duration from 2 seconds to 3 seconds; increased the Resistance duration from 2 seconds to 3 seconds; increased the area of effect.
  • : This trait has been reworked. Distortion grants Resistance and Breaks Stun for nearby allies.

 

Illusions Trait Line

  • : No longer reduces the Cooldown of Torch skills. Increased Burning stacks from 1 to 2.
  • : No longer increases the Condition Damage attribute and instead increases outgoing damage from conditions by 2% per stack.
  • : This trait has been reworked. Confusion you inflict has increased duration. When you Evade an attack, inflict Confusion on the attacker.

 

Mirage

  • : No longer reduces the Cooldown of Axe skills. No longer generates phantasmal spinning axes with . Phantasmal seeking axes (generated by , , ) now apply 2 stacks of Torment for 3 seconds (up from 1 stack for 4.5 seconds).
  • : This skill now also removes the Immobilize condition.

Staff, Axe, Scepter, and Torch have all been buffed to varying degrees.

The Staff phantasm buff in particular looks promising for Condition Chronomancer's trait.

This update brings a huge rework to Mesmer's defense and support traits, with more tools to actively support allies. Perhaps the Heal-Rifle dream isn't yet shattered?

This update brings some quality of life tweaks to Mirage, though clone management will still be very relevant! The Illusions Trait Line might see play again if the Mirage cannot generate enough Chaos Aura.

Necromancer

"We've focused on improving some of Necromancer's less utilized skills and traits. We've also swapped the position of the and traits in the Curses specialization to allow more trait selection flexibility for Fear-focused condition builds."

  • () : This skill now also inflicts Bleeding when striking an enemy.
  • : Increased the base active Healing from 4,950 to 5,750. Increased base active life-steal Healing from 470 to 600.

 

Curses Trait Line

  • : This trait has been moved to the grandmaster tier. Increased the base damage from 444 to 555, and increased the Condition Damage scaling from 0.4 to 0.55.
  • : This trait has been moved to the master tier.
  • : Now applies Vulnerability instead of Blindness when using .

 

Death Magic Trait Line

  • : Now also grants Life Force upon entering a shroud form based on the number of active Death's Carapace stacks.
  • : This trait now also grants Condition Damage per stack of Death's Carapace.

 

Reaper

  • : Increased the life-steal damage's base value from from 138 to 172 and increased the Power coefficient from 0.01 to 0.0125. Increased the life-steal Healing's base value from 125 to 156 and increased the Healing Power coefficient from 0.02 to 0.025.
  • : This trait now always Heals and grants Life Force regardless of whether the Necromancer is in a shroud form. Reduced the base Heal from 197 to 85.

A very small patch for Necromancer, with no notable disruption to the current featured builds or their uses.

Ranger

"Pets are the focus of this update's Ranger changes. We've made changes to many underperforming pet skills to better solidify the identity of each family and increase the number of viable pet choices, such as adding a Stun to the polar bear's Icy Roar and causing the bird family's Quickening Screech to remove movement-impairing conditions."

  • All basic pet attacks are now affected by Quickness.
  • Pet skills that affect allies do not count the pet they originate from in their target cap.

 

Bear Family

  • Members of this family now have 1,200 Healing Power.
  • Slash : Increased the power coefficient from 0.3 to 0.51.
  • Bite : Reduced the Cooldown from 20 seconds to 10 seconds. Increased the base Healing from 417 to 1,607. Increased the Healing Power coefficient from 0.28 to 0.5.
  • Defy Pain : Reduced the Cooldown from 45 seconds to 30 seconds. The pet now uses this skill more frequently.
  • (Murellow) : Reduced the Cooldown from 35 seconds to 25 seconds.
  • (Black Bear) : Reduced the Cooldown from 40 seconds to 25 seconds. Increased the Power coefficient from 0.25 to 0.5. Reduced the Weakness duration from 10 seconds to 4 seconds. Reduced the Radius from 600 to 360.
  • (Polar Bear) : Reduced the Cooldown from 45 seconds to 30 seconds. This skill now Stun in addition to its previous effects. Reduced the Radius from 600 to 360.
  • (Arctodus): Increased the Power coefficient from 0.5 to 0.67. Increased the Bleeding per hit from 1 stack to 2 stacks.
  • (Soulbeast): Increased the Power coefficient from 0.7 to 1.0. Increased the base Heal from 417 to 1,607. Increased the Healing Power multiplier from 0.28 to 0.5.

 

Bird Family

  • Swoop : Increased the stacks of Vulnerability from 1 to 5. Decreased the Vulnerability duration from 12 seconds to 6 seconds.
  • Quickening Screech : This skill now removes Crippled, Chilled, and Immobile conditions from affected allies.
  • (Raven): Increased the Power coefficient from 0.66 to 1.0.
  • (Owl): Increased the Power coefficient from 0.66 to 1.0.
  • (Hawk): Increased the Cooldown from 6 seconds to 20 seconds. Increased the Power coefficient from 0.33 to 1. Increased the Bleeding stacks per hit from 1 to 3.
  • Brash Slash (Eagle): This skill replaces Lacerating Slash. Slash at your foe, inflicting Weakness.
  • (Soulbeast): Increased the Power coefficient from 0.86 to 1.2.
  • (Soulbeast): Increased the Cooldown from 12 seconds to 15 seconds. This skill now removes Crippled, Chilled, and Immobile conditions from affected allies.

 

Canine Family

  • Juvenile Hyena : Increased Power from 934 to 1,868. This pet now has a Ferocious archetype.
  • Juvenile Krytan Drakehound: This pet now has a Versatile archetype.
  • Bite : Increased the Power coefficient from 0.24 to 0.335.
  • Brutal Charge : Reduced the Cooldown from 30 seconds to 18 seconds.
  • (Krytan Drakehound) : Increased the Power coefficient from 0.2 to 0.5.
  • (Alpine Wolf) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Power coefficient from 0.2 to 0.5.
  • (Fern Hound) : Reduced the Cooldown from 25 to 20 seconds. Reduced the Regeneration duration from 10 seconds to 6 seconds. Increased the base Healing from 1,000 to 2,600.
  • (Hyena) : Reduced the Cooldown from 45 seconds to 30 seconds. Increased the number of summoned allies from 1 to 2. Reduced the ally duration from 40 seconds to 15 seconds. Summoned allies can no longer use Brutal Charge.
  • (Wolf) : Reduced the Cooldown from 45 seconds to 30 seconds. Increased the Power coefficient from 0.2 to 0.5.

 

Devourer Family

  • Twin Darts : Increased the Power coefficient from 0.15 to 0.25 This skill no longer has a chance to Poison and now Bleeding enemies it strikes. Increased projectile velocity.
  • Devourer Retreat : Reduced the Cooldown from 20 seconds to 15 seconds. The activation time of this skill has been greatly reduced. This skill will no longer be used at Full Health.
  • (Carrion Devourer) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Poison duration from 4 seconds to 6 seconds. Increased projectile velocity.
  • (Lashtail Devourer) : Reduced the Cooldown[/sc] from 30 seconds to 20 seconds. Increased the Power coefficient per hit from 0.2 to 0.3. Increased the Bleeding duration from 5 seconds to 8 seconds. Increased projectile velocity.
  • (Whiptail Devourer) : Reduced the Cooldown[/sc] from 30 seconds to 20 seconds. Increased the Power coefficient from 0.5 to 0.65. Increased the Poison stacks from 1 to 4 and Poison duration from 2 seconds to 6 seconds. This skill now pierces and can only hit a target once.

 

Drake Family

  • Members of this family now have 600 Healing Power.
  • Bite : Increased the Power coefficient from 0.24 to 0.3425. This skill now causes the pet to move slightly from its initial position.
  • Chomp : Increased the base Healing from 965 to 1,285. Increased the Healing Power scaling from 0.15 to 0.5. Increased the number of targets from 3 to 5.
  • Tail Swipe : Reduced the Cooldown from 24 seconds to 16 seconds.
  • (Salamander Drake) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Burning duration from 1 second to 3 seconds.
  • (Marsh Drake) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Poison duration from 3 seconds to 4 seconds.
  • (Ice Drake) : Reduced the Cooldown from 25 seconds to 20 seconds. Increased the Chilled duration from 1 second to 1.5 seconds.
  • (River Drake) : Reduced the Cooldown from 30 seconds to 20 seconds.
  • (Reef Drake) : Reduced the Cooldown from 25 seconds to 20 seconds. Increased the Confusion stacks per hit from 1 to 2.
  • (Soulbeast) : Increased the Power coefficient from 0.65 to 1. Increased the base Healing from 965 to 1,285. Increased the Healing Power scaling from 0.15 to 0.5. Increased the number of targets from 3 to 5.
  • (Soulbeast) : Increased the Power coefficient from 1.1 to 1.3.

 

Feline Family

  • Slash : This skill no longer applies Vulnerability.
  • Bite : This skill now applies 5 stacks of Vulnerability for 6 seconds.
  • Maul : Increased the Power coefficient per hit from 0.2 to 0.4.
  • (Jungle Stalker) : Reduced the Cooldown from 25 seconds to 20 seconds. Increased the Might stacks from 5 to 8. Reduced the Radius from 600 to 360. Decreased the casting time.
  • (Lynx) : Reduced the Cooldown from 30 seconds to 20 seconds. Reduced the Bleeding duration from 10 seconds to 6 seconds.
  • (Snow Leopard) : Reduced the Cooldown from 30 seconds to 20 seconds.
  • (Tiger) : Increased the Cooldown from 10 seconds to 20 seconds. Increased the Power coefficient from 1.0 to 2.0.
  • (Jaguar) : Reduced the Cooldown from 24 seconds to 20 seconds. This skill now applies Stealth rather than the Stalking effect. Damage bonuses from this skill still last 6 seconds, even if the pet is Revealed.
  • Phase Pounce (White Tiger) : Decreased the Cooldown from 20 seconds to 16 seconds. Increased the Bleeding stacks per hit from 1 to 2, and increased the Bleeding duration from 5 seconds to 10 seconds.
  • (Cheetah) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Power coefficient from 0.45 to 0.5. Increased the Swiftness duration from 4 seconds to 5 seconds.
  • (Sand Lion) : Reduced the Cooldown from 35 seconds to 20 seconds.

 

Moa Family

  • Members of this family now have 1,200 Healing Power.
  • White Moa: This pet now has a Supportive archetype.
  • The casting times of moa cries have been reduced.
  • Peck : Increased the Power coefficient from 0.28 to 0.315.
  • Harmonic Cry : Reduced the Cooldown from 40 seconds to 25 seconds. Increased the base Healing from 1,340 to 1,660. Increased the Healing Power scaling from 0.2 to 1.0.
  • Frenzied Attack : Increased the Power coefficient per hit from 0.2 to 0.4.
  • (Blue Moa) : Reduced the Cooldown from 24 seconds to 20 seconds.
  • (White Moa) : This skill has been reworked and now grants Frost Aura to nearby allies.
  • (Pink Moa) : Reduced the Cooldown from 30 seconds to 25 seconds. This skill now Dazes enemies in a circular area around the moa instead of a frontal cone. Increased the Dazed duration from 2 seconds to 3 seconds.
  • (Red Moa) : Reduced the Cooldown from 25 seconds to 20 seconds.
  • (Soulbeast) : Increased the base Healing from 1,300 to 1,940. Increased the Healing Power scaling from 0.5 to 0.75. Increased the Radius from 240 to 360.

 

Porcine Family

  • Members of this family now have 600 Healing Power.
  • Pig: This pet now has a Ferocious archetype.
  • Jab : Increased the Power coefficient from 0.25 to 0.41.
  • Maul : Reduced the Cooldown from 12 seconds to 10 seconds.
  • Brutal Charge : Reduced the Cooldown from 30 seconds to 24 seconds.
  • (Boar) : This skill now only forages a rock. Reduced the Cooldown from 30 seconds to 25 seconds.
  • (Warthog) : This skill now only forages a scale. Reduced the Cooldown from 30 seconds to 25 seconds. Reduced the Weakness duration from 10 seconds to 6 seconds. Increased the Bleeding and Poison stacks from 1 to 3. Reduced the Poison duration from 20 seconds to 6 seconds and the Bleeding duration from 10 seconds to 6 seconds.
  • (Siamoth) : This skill now only forages feathers. Reduced the Cooldown from 30 seconds to 25 seconds.
  • (Pig) : This skill now only forages a greatsword. The greatsword can be thrown at enemies. Reduced the Cooldown from 30 seconds to 25 seconds.

 

Spider Family

  • Spit : Increased the Power coefficient from 0.44 to 0.57. Increased projectile velocity.
  • Entangling Web : Increased projectile velocity.
  • Poison Gas : Reduced the Cooldown from 20 seconds to 15 seconds. Increased the Poison duration from 4 seconds to 6 seconds. Increased the number of targets from 3 to 5. Increased projectile velocity.
  • (Forest Spider) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Poison stacks from 1 to 2. Reduced the Poison duration from 12 seconds to 6 seconds. Reduced the venom duration from 30 seconds to 20 seconds.
  • (Cave Spider) : Reduced the Cooldown from 30 seconds to 20 seconds. Increased the Vulnerability stacks from 3 to 5. Reduced the Weakness duration from 5 seconds to 3 seconds. Reduced the venom duration from 30 seconds to 20 seconds.
  • (Jungle Spider) : Reduced the Cooldown from 45 seconds to 25 seconds. Reduced the venom duration from 30 seconds to 20 seconds.
  • (Soulbeast) : Increased projectile velocity.
  • (Soulbeast) : Reduced theCooldown from 20 seconds to 15 seconds. Increased the Poison duration from 4 seconds to 6 seconds.

 

Bristleback

  • Spike Shoot : Increased the Power coefficient from 0.3 to 0.31
  • Rain of Spikes : Increased the Power coefficient from 0.4 to 0.5. Increased the Bleeding stacks from 1 to 2. This skill can now only hit a target once.
  • Sharpen Spines : Reduced the Cooldown from 30 seconds to 20 seconds.
  • : Increased the Cooldown from 15 seconds to 20 seconds. This skill now inflicts Bleeding when striking an enemy.
  • (Soulbeast) : Increased the Power coefficient from 0.4 to 1. Increased the Bleeding stacks from 1 to 2. This skill can now only hit a target once.

 

Smokescale

  • Bite : Increased the Power coefficient from 0.25 to 0.56.
  • Takedown : Reduced the Cooldown from 20 seconds to 10 seconds. This skill no longer Knocks Down enemies.
  • (Soulbeast) : Reduced the Cooldown from 20 seconds to 10 seconds. This skill no longer Knocks Down enemies. Increased the Power coefficient from 0.7 to 0.1 in PvE (sic).

 

Wyvern Family

  • Wing Buffet : This skill now properly indicates that it applies the Launch control effect.
  • (Fire Wyvern) : Reduced the Cooldown from 35 seconds to 25 seconds. Increased the Burning duration from 2 seconds to 3 seconds.
  • (Soulbeast) : Increased the Power coefficient from 0.66 to 1.2.
  • (Soulbeast) : This skill now properly indicates that it applies the Launch control effect.

 

Fanged Iboga

  • Consuming Bite : This skill now only scales with a maximum of 5 conditions on the target. Increased the base Power coefficient from 0.2 to 0.45. Reduced the bonus Power coefficient from 0.03 to 0.025.
  • Crippling Anguish : Increased the Cooldown from 5 seconds to 10 seconds. Increased the Power coefficient from 0.1 to 0.3. Increased the Torment stacks from 1 to 3. Increased projectile velocity.
  • Narcotic Spores : This skill is now an Ethereal Field.
  • (Soulbeast) : Increased the Cooldown from 5 seconds to 10 seconds. Increased the Power coefficient from 0.1 to 0.75. Increased the Torment stacks from 1 to 2 and the Torment duration from 3 seconds to 6 seconds. Increased projectile velocity.
  • (Soulbeast) : This skill is now an Ethereal Field..

 

Jacaranda

  • Juvenile Jacaranda now has 1,200 Healing Power.
  • Fixed an issue that caused this pet to have more Health than intended.

 

Rock Gazelle

  • Headbutt : Increased the Power coefficient from 0.32 to 0.415.
  • Charge : This skill now tracks its target more accurately and stops upon reaching the target.

 

Phoenix

  • This pet's Health has been increased.
  • Wicked Bite : Increased the Power coefficient from 0.4 to 0.43. This skill now causes the pet to move slightly from its initial position.
  • : This skill now only performs one sweep. Increased the Power coefficient from 0.5 to 0.8.
  • Dash (Soulbeast) : This skill replaces Wicked Bite when Merged.

 

Wallow

  • This pet's Health has been increased.
  • Vampiric Bite : Increased the Power coefficient from 0.4 to 0.42. Increased the attack range.
  • Undead Plague : Reduced the Cooldown from 30 seconds to 20 seconds.
  • : Reduced the Cooldown from 30 seconds to 25 seconds.
  • Maul (Soulbeast) : This skill replaces Vampiric Bite when Merged.
  • (Soulbeast) : Reduced the Cooldown from 30 seconds to 20 seconds.

 

Siege Turtle

  • Jade Cannon : Increased the rate of fire and projectile speed. Reduced the Power coefficient from 0.75 to 0.53.
  • Heavy Shot: This skill replaces Snap. Shoot a jade missile at your target that Dazes nearby enemies on impact.
  • Slam (Soulbeast) : This skill replaces Jade Cannon when Merged.
  • Heavy Shot (Soulbeast) : This skill replaces Snap when Merged.

This truly comprehensive pet rework needs to be researched further before any strong takeaways can be made. There is some initial interest in pet swap or merge/unmerge rotation potential.

Hyena gang?

Revenant

"This update is focused on improving Revenant's Short Bow, Shield, and Hammer weapons. We've made piercing part of the Short Bow's base attacks to make it more appealing to non-Renegade users. The Shield changes improve its usability as a support weapon, while Hammer has gotten some improvements to both its damaging and defensive capabilities."

  • (Hammer Auto Attack) : Increased the Power coefficient from 1.15 to 1.35.
  • (Hammer 2) : Adjusted the damage areas to begin at the player's location instead of being offset from it. Increased the Power coefficient from 1.75 to 2.0.
  • (Hammer 3) : Increased the Power coefficient from 2.0 to 2.2.
  • (Shield 4) : This skill now grants Protection to allies at its impact point instead of when the projectile passes through them. The impact now also grants Aegis to allies. Increased the missile velocity from 900 to 1,200. Increased the Healing Power coefficient from 0.5 to 1.0.
  • (Shield 5) : This skill now also Heal allies in a Radius of 360 around the user.
  • (Short Bow Auto Attack) : This skill now pierces.
  • (Short Bow 2) : This skill now pierces.
  • (Short Bow 3) : This skill now pierces.

 

Retribution

  • : Now activates when invoking a Legend instead of when using an elite skill.
  • Set in Stone : This trait replaces Eye for an Eye. Gain Protection when you use profession skill 2.
  • : This trait has been reworked. Gain Energy when you Break out of Stun.

 

Herald

  • : Increased the bonus damage from 15% to 20%. Increased the bonus damage per herald upkeep skill from 5% to 7%

 

Renegade

  • : This trait has been reworked. Gain Resistance when you use a Healing Skill.
  • : This trait no longer causes Short Bow skills to pierce.

 

Vindicator

  • : This trait has been reworked. Reduce the Cooldown of and causes it to enhance the effect of your next dodge.
  • : This trait has been reworked. no longer has an Energy cost and grants Energy (sic) when used.
  • : This trait has been reworked. grants more Energy Endurance and also grants its Endurance and Vigor to nearby allies.

Support Herald will enjoy this Shield rework.

The Hammer changes do not move the dial.

Vindicator should see a small rework by incorporating .

Thief

"The improvements to Staff are focused on and to give these skills a more unique identity and application. Pistol is also being tuned up to make it a more viable option for condition-focused builds in PvE."

  • (Pistol Auto Attack) : Increased the Bleeding duration from 4 seconds to 6 seconds.
  • (Pistol/Dagger Dual Wield) : Increased the Torment stacks from 2 to 4. Increased the effect duration from 4 seconds to 10 seconds. Increased the effect Stacks from 1 to 3. The effect now causes the skill to cost one less Initiative, and one stack of the effect is consumed when using .
  • (Pistol/Pistol Dual Wield) : Reduced the Initiative cost from 5 to 3.
  • (Staff Auto Attack) : This skill no longer reflects projectiles.
  • (Staff 3) : This skill now grants access to Helmet Breaker for a duration of time.
  • Helmet Breaker: Leap at your foe, dealing damage and inflicting the Dazed effect.
  • (Staff 4) : This skill now reflects projectiles and strikes foes in a circular area instead of in a frontal cone.
  • (Trickery Trait Line) : Now grants additional Might to allies when stealing from a target with no Boons.
  • : Reduced the Cooldown from 24 seconds to 20 seconds.
  • : Reduced the Cooldown from 40 seconds to 20 seconds.

 

Daredevil

  • : This skill now Evade attacks.

The long awaited comeback of cult-classic Pistol/Dagger Condition Deadeye will have to wait longer, as these changes are insufficient to lift the build out of Legacy status.

The Staff changes shuffle around utility on this weapon set: remember that we already have access to Stealth for Defiance Break without spending Initiative.

Warrior

"Berserker's improvements will make it slightly easier to maintain mode in PvE encounters, and a lower Cooldown will make it a bit less punishing to fall out of mode. We've also improved the Critical Hit-focused side of the Arms specialization and tuned up a handful of underperforming skills and traits."

  • (Mace 4) : Increased the Power coefficient from 1.5 to 2.25. Increased the Might stacks from 3 to 5. Reduced the Cooldown from 15 seconds to 12 seconds.
  • (Mace 5) : Reduced the Cooldown to 18 seconds. Increased the Power coefficient from 0.8 to 1.25.
  • : Increased the base Healing from 1,640 to 2,870.
  • : This skill now also grants 10 Endurance per condition it removes.
  • (Downstate) : Increased the chance to rally from 25% to 100%.

 

  • (Strength Trait Line) : Now also grants 2 stacks of Might for 6 seconds. Increased the movement speed bonus from 25% to 33%.
  • (Tactics Trait Line) : Increased the Healing Power scaling from 0.8 to 1.0. Increased the Protection duration from 2.5 seconds to 4 seconds.
  • Vengeful Return (Discipline Trait Line) : This trait has been reworked and renamed to Stalwart Focus. Increased the incoming Healing effectiveness and outgoing Healing to allies.
  • (Discipline Trait Line) : This trait will now also Recharge all burst skills when it activates. Reduced the Cooldown from 15 seconds to 12 seconds.

 

Arms Trait Line

  • : Now also trigger when disabling an enemy. Reduced the Cooldown from 10 seconds to 1 second. Reduced the Fury duration from 10 seconds to 3 seconds.
  • : No longer grants Fury when using a burst skill and instead grants Fury when Swapping Weapons. Reduced the Cooldown from 15 seconds to 4 seconds. Reduced the Fury duration from 5 seconds to 2.5 seconds.
  • : Now also grants 5% increased Critical Chance against Bleeding enemies.
  • : Now also grants 100% Critical Chance and 150 Ferocity for 2, 3, or 4 seconds based on Adrenaline level when striking with a burst skill.

 

Berserker

  • : Increased the duration from 15 seconds to 20 seconds. Reduced the cooldown from 15 seconds to 8 seconds.
  • : This trait no longer extends duration by a flat amount and instead causes Primal Burst skills to extend duration by 2 seconds when striking an enemy, once per skill. will extend mode by 1 second.
  • : This trait no longer has an internal Cooldown. Reduced the Quickness duration from 4 seconds to 3 seconds. grants 2 seconds of Quickness.

Power Berserker will continue to shine as a strong featured build, and will now be easier than ever to maintain permanent .

As Quickness Berserker sees a boost to its boon output, its unleashed damage output is poised to make it the next heavily-overtuned Quickness build.