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Megaserver Status Update


Posted from Guild Wars 2 Guru on Wed 16 Apr, 18:50

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Megaserver status update


Arenanet just posted an update on the megaserver status.  The update, found on all of the official social media outlets, confirms the areas of the game which have been up all day, and a few which have just been added less than half an hour ago.  The new areas are found in bold.

-Heart of the Mists
-The Grove
-Black Citadel

-Timberline Falls
-Southsun Cove
-Rata Sum
-Straits of Devastation
-Fields of Ruin
-Brisban Wildlands
-Hoelbrak
-Iron Marches
-Blazeridge Steppes
-Dredgehaunt Cliffs


Please remember that not all maps are being deployed with the megaserver system this update.  Although the previous plan of only Level 1-15 zones and community hubs has been changed, the updates will continue only if status is stable on all existing ones.  It is currently unsure when the next maps will be added.

Feature Patch Update Notes


Posted from Guild Wars 2 Guru on Wed 16 Apr, 03:07

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The patch is unsurprisingly quite hefty, so the notes will be hidden in spoiler tags for the most part.

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New Features and Content
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PvP Reward Tracks
  • Added a new reward system to structured PvP. When playing structured PvP, players will select a single reward track to be active at a time and earn a variety of rewards as they progress through the track.
  • To progress reward tracks, players need play PvP in a match that has progress enabled.
  • All eight dungeon reward tracks will be available on a biweekly rotation, one at a time. Alternatively, each dungeon reward track can be permanently unlocked on an account-wide basis by completing the corresponding story mode of that dungeon.
  • The reward track system will have both repeatable and non-repeatable tracks. We will be shipping with five region tracks, eight dungeon tracks, and one Balthazar Back Item track that has a unique back item skin, which can be equipped and used in PvE, PvP, and WvW with the new wardrobe.
    • Five Repeatable Region Tracks--Shiverpeak Mountains, Ascalonian, Ruins of Orr, Krytan, and Maguuma Jungle.
      • These tracks contain region-based weapon skins, Dragonite Ore, Empyreal Fragments, Obsidian Shards, and champion bags.
    • Eight Repeatable Dungeon Tracks--Ascalonian Catacombs, Caudecus's Manor, Twilight Arbor, Sorrow's Embrace, Citadel of Flame, Honor of the Waves, Crucible of Eternity, and the Ruined City of Arah.
      • These tracks contain your choice of dungeon armor and weapons, dungeon tokens, and champion bags.
    • One Non-Repeatable Balthazar Back Item Track
      • This track contains the unique Fires of Balthazar back-slot skin, Dragonite Ore, Empyreal Fragments, Obsidian Shards, champion bags, and Mystic Clovers.
PvP Gear Unification
  • All PvP equipment (armor, weapons, amulets, etc.) can no longer be obtained or equipped.
  • Upon entering Heart of the Mists, players will have their PvP items removed from their character inventory, character equipment, PvP locker, and account bank. This includes PvP chests.
    • All removed items will have their appearance unlocked in the account wardrobe.
  • Characters in PvP will use the same armor and weapons from PvE.
    • All items give zero attribute, rune, sigil, or infusion bonuses in PvP.
    • All items function as level 80 exotic-quality items.
    • Chest, leg, and boot armor still contribute to the total defense value.
    • All attribute values are consistent with the old system.
    • PvP gear now includes unique rune, sigil, and amulet slots.
  • Players now have access to a new build-editing UI.
    • While in structured PvP, there is a new quick-launch bar at the top of the screen to access the new PvP Build panel and the game browsers.
      • There is also a new hotkey option for the PvP Build panel in the Control Options menu.
  • PvP build components are no longer items but are chosen from a constantly available list of options.
    • Sigils are selected without having to apply them to weapons.
    • Runes are selected without having to apply them to armor.
      • Only one rune set may be chosen at a time, giving the full six-piece bonus.
  • Players can do a search for specific runes, sigils, amulets, and weapons.
    • Players can sort by category (attribute or sigil archetype).
    • Underwater weapons have been removed since underwater aspects of maps, or maps containing a large underwater portion, have been removed from rotation.
PvP Ranks Updated
  • Changed the required rank points needed to level for PvP ranks 40 through 80. Each of these ranks now requires 20,000 rank points.
  • This changes the maximum required rank points needed to obtain a Dragon rank from 8.9 million down to 1.1 million.
  • Some high-ranking PvP players will be moved up the ranks due to the rank rebalance. These players will receive rank rewards based on their new rank.
  • With the new PvP rank rebalance, some players will be moved to rank 80. They will be able to get rewards by progressing through rank 80 after they've initially achieved it. Each time rank 80 is completed, additional rewards will be awarded.
PvP Map Updates
  • New Courtyard Map
    • This map is a special treat for the PvP community. Player-created spin-offs of the game have been very enjoyable for the team, and this map was created to help support those efforts. The Courtyard is a pure team deathmatch map designed especially for smaller encounters but is still fun with standard-size groups. The Courtyard map is not a fully supported game mode and is only available in player-owned custom arenas. We are really looking forward to seeing this map used for some of the 2v2, 3v3, and other styles of play that the community has come up with.
    • This is a small map with no capture points.
    • This map will only be available for custom arena owners.
    • Players will be able to progress toward ranks and reward tracks in the Courtyard.
  • Removing Raid on the Capricorn
    • Raid on the Capricorn was created to test the waters with underwater combat in PvP, but it is not something that the team would like to continue. Raid on the Capricorn has been removed from PvP along with the underwater training areas in Heart of the Mists. Underwater weapons were subsequently removed from the revamped build UI.
Wardrobe
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  • Armor and weapon skins can now be unlocked for account-wide use.
    • Skins are unlocked by using consumables, equipping items, salvaging equipment, destroying items in the player's inventory, acquiring weapons and armor that are bound to the player's account or character, or right-clicking on the equipment and account-binding it.
    • Items that have gone through skin progression, like legendary weapons or Spinal Blade back items, will unlock all the skins in their direct progression line (e.g., if players have Twilight, they will get access to both Twilight and Dusk across their account.)
    • Items that players own that have already been transmuted will unlock the appearance for the first (original) item used for stats and the last item used for appearance.
    • Skins are applied to equipment by clicking the Wardrobe button on the Equipment tab of the Hero panel. All unlocked skins available to the character are shown in the Hero panel and can be applied to the equipment the character is currently wearing for one transmutation charge per item changed.
    • Players can log in to each character on their account to unlock all skins bound to that character.
  • The Hero panel now includes more options for character customization and managing gear.
    • Use the Equipment section of the Equipment tab to manage gear that is currently equipped.
    • Use the Wardrobe section of the Equipment tab to manage the transmutation of currently equipped gear by selecting and applying skins that have been unlocked.
    • Use the Dyes section of the Equipment tab to see all dyes that have been unlocked and apply them to currently equipped items.
    • Changes in the Wardrobe section and the Dyes section can be committed at the same time, allowing players to preview the new look before applying any visual changes to their equipped gear.
    • Dyes can now be previewed on mouse hover and are not applied until confirmed.
  • Dyes are now account unlocks.
    • Each dye unlocked on a character will be unlocked for the player's entire account the next time they log in with that character.
    • Duplicate dyes unlocked on multiple characters will be compensated by mailing the player an Unidentified Dye when the second character logs in.
    • Unidentified Dyes no longer drop as common loot from creatures in the world. They are still available as rewards and as a Mystic Forge result.
    • Dye packs can still be crafted by cooks.
    • The laurel cost of Unidentified Dyes has changed to 5 laurels for one dye.
    • Any four crafted dye packs can now be combined in the Mystic Forge to create an Unidentified Dye.
    • To account for the increased scarcity of Unidentified Dye, the Gift of Color recipe now only requires 100 Unidentified Dyes.
  • All armor and weapon skins are now stored in the Wardrobe Storage tab, which is part of the Account Vault in the bank.
    • Items can be sorted, filtered, and previewed directly from the Account Wardrobe tab.
    • All skins usable by the current character's profession and race can also be seen by clicking the Wardrobe button on the Equipment tab of the Hero panel.
Transmutation Changes
  • The transmutation system has been replaced with the Wardrobe system. Transmuting items is now done via the Hero panel and applies an unlocked skin to the currently equipped item instead of combining two items into a new item.
  • Double-click Transmutation Crystals to convert them directly into Transmutation Charges.
  • Double-click Transmutation Stones to convert them into Transmutation Charges at a 3-to-1 ratio.
  • With the addition of the Wardrobe system and the removal of the PvP locker, players will receive one Transmutation Charge for every PvP rank they have achieved.
Outfits
  • Outfits are a new item type that allows players to set their character's look without affecting their stats.
    • Outfits are full-body costumes that hide currently equipped armor.
    • Players can hide or show an outfit at any time in the Hero panel. This setting will remain set in any game area.
    • Players can hide or show the helmet of their outfit at any time in the Hero panel by clicking the checkbox on the helmet while the outfit is toggled on.
    • Each outfit has up to four dye channels to customize colors uniformly across the entire outfit.
    • Outfits are available in the Style category of the Black Lion Trading Company Gem Store.
  • Town clothes have been replaced by the wardrobe and outfits as a way to customize characters in and out of combat.
    • Players can visit a Black Lion Armor Trader in any major city to have their town clothes converted to items compatible with the new wardrobe.
    • Full outfits such as the Cook's Outfit and Mad King's Outfit are now outfits as described above.
    • Most hats have been converted to helmet skins usable by any class.
    • Toys have been converted to inventory items, which summon a bundle with all the same functionality as before.
    • Some single-piece town clothes that are no longer available have been converted to endless tonics that transform the player into a complete casual look, including that single piece of clothing.
World Boss Synchronization
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  • Many world bosses are now synchronized to activate at the same time across all worlds and instances of the map they occur in.
  • The following low-level-zone world bosses will activate at 15 minutes and 45 minutes past the hour in this rotation:
    • Great Jungle Wurm (Caledon Forest)
    • Shadow Behemoth (Queensdale)
    • Svanir Shaman Chief (Wayfarer Foothills)
    • Fire Elemental (Metrica Province)
  • The following standard world bosses will activate on the hour and 30 minutes past the hour in this rotation:
    • The Shatterer (Blazeridge Steppes)
    • Modniir Ulgoth (Harathi Hinterlands)
    • Golem Mark II (Mount Maelstrom)
    • Claw of Jormag (Frostgorge Sound)
    • Admiral Taidha Covington (Bloodtide Coast)
    • Megadestroyer (Mount Maelstrom)
    • Fire Shaman (Iron Marches)
    • TBD / Space Reserved for Future Event
  • The following extra-hard world bosses will occur at specific times, interrupting the standard rotation:
    • Karka Queen (Southsun Cove)
      • 03:30 PDT
      • 09:00 PDT
      • 19:00 PDT
    • Tequatl the Sunless (Sparkfly Fen)
      • 04:30 PDT
      • 10:00 PDT
      • 20:00 PDT
    • Triple Trouble (Bloodtide Coast)
      • 05:30 PDT
      • 11:00 PDT
      • 21:00 PDT
  • The standard rotation and low-level rotation will reset every day at midnight (PDT).
  • To support this feature, most world bosses in these rotations have been modified in various ways.
    • Karka Queen
      • Once the boss is activated, players have fifteen minutes to lure out the Karka Queen by capturing all four settlements in the Island Control meta-event. If the timer expires, the Karka Queen will not emerge.
    • Claw of Jormag
      • Once the boss is activated, players have fifteen minutes to lure out the Claw of Jormag by completing all five corrupted crystal events. If the timer expires, the corrupted crystal events will fail, the Claw of Jormag will not land, and any remaining corrupted creatures will continue to inhabit the region.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • The Shatterer
      • Once the boss is activated, players have fifteen minutes to help Vigil and Sentinel forces prepare for their assault on the Shatterer. If the events are not completed when the timer expires, the Shatterer will not land.
      • The Shatterer's regen crystals have grown larger and stronger. They are also spread farther apart, making it more difficult to stop the Shatterer from regenerating its health.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Admiral Taidha Covington
      • The Lion's Arch Galleon will appear at Taidha's base as soon as the boss is activated to draw fire from Taidha's defenses.
      • If the Lion's Arch Galleon is destroyed, the event fails, causing the Lionguard to retreat. Players can help the galleon survive by defeating Taidha's cannoneers.
      • Once the north and south towers of Taidha's base are destroyed, the galleon will begin bombarding the door. Players can assist the bombardment by carrying explosive kegs to the door.
      • If the door is destroyed, the event to kill Taidha will begin as normal.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Modniir Ulgoth
      • The Modniir Ulgoth will immediately appear near the War King's Greatcamp once the boss is activated to rally his forces.
      • The Ulgoth is protected by his elemental magic until the Seraph advance their forces up to the Greatcamp and force the Ulgoth into battle.
      • If the players do not help the Seraph forces advance, the Ulgoth will declare victory and retire, causing the event to fail and the centaur forces to push back against the Seraph.
      • The Seraph will relentlessly assault the centaurs while the Modniir Ulgoth is present, giving the centaurs no time to counterattack (unless an assault fails).
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Megadestroyer
      • When the boss is activated, the volcano will become violently active, requiring the asuran geological specialists to intervene in order to prevent a catastrophic eruption.
      • Players will have twenty minutes to push the destroyers and Inquest back into the volcano's core. If the timer expires, the volcano erupts.
      • The event to protect the asura and their technology while they quell the unstable volcano will now fail after ten minutes. If the timer expires, the volcano erupts.
      • If players fail the Megadestroyer event, the volcano still erupts.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Golem Mark II
      • Once the boss is activated, players must first complete the event to disable the containers before they release their toxins. The event to defeat the Inquest's Golem Mark II will begin shortly after this event succeeds.
      • Several bugs causing the golem's attacks to occur in the wrong position were fixed.
      • The golem's attacks were changed to use more clearly visible AoE warning circles.
    • Shadow Behemoth
      • The Monastery Ale event chain will no longer block the Shadow Behemoth event and will fail instead if it is active when the Shadow Behemoth chain is activated.
      • Once the boss is activated, players have fifteen minutes to complete all four portal events in order to draw out the Shadow Behemoth.
      • A portal to the center of Godslost Swamp will appear at all three portal events that take place outside of the swamp once they are completed.
      • The Shadow Behemoth's portal phase has grown stronger. Additional portals will have to be destroyed before the Shadow Behemoth becomes vulnerable again.
      • Fixed a bug that prevented the Shadow Behemoth from using all of its skills.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Fire Elemental
      • Once the boss is activated, the event to escort the C.L.E.A.N. 5000 golem while it absorbs clouds of chaos magic will begin immediately. Rooba will only wait five minutes for players to assist her, instead of forever.
      • Players have fifteen minutes to escort the C.L.E.A.N. 5000 golem to the end of its path before it becomes corrupted by chaos magic. If this timer expires or the Inquest captures the golem, the event will fail, causing the Inquest to reprogram the C.L.E.A.N. 5000 golem and have it return as a boss (instead of the Fire Elemental).
      • The event to destroy six piles of chaotic materials created by the reactor meltdown has become six individual events to destroy a single pile. This eliminates the undesirable effects of counting every player inside the reactor towards the scaling of each chaotic material encounter. All six of these events must be completed for the golem escort event to succeed.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Great Jungle Wurm (Caledon Forest)
      • The event to protect Gamarien as he scouts Wychmire Swamp is no longer part of the Great Jungle Wurm event chain, but it now occurs when the boss event chain is not active.
      • When activated, players have ten minutes to complete the four blighted swamp events in Wychmire Swamp. If the timer expires, the Great Jungle Wurm will not appear, and the blighted creatures will remain in the swamp.
      • A bug that prevented the Great Jungle Wurm's poison cloud attacks from attacking the right areas has been fixed.
      • The poison cloud attacks will now spread more evenly and consistently.
      • The Great Jungle Wurm's husk absorption phase has grown stronger. If players allow the wurm to absorb a husk, a significant portion of the wurm's health will be regenerated.
      • A bug that prevented the Great Jungle Wurm from summoning minions has been fixed.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Svanir Shaman Chief
      • Once the boss is activated, a message will appear in the meta-event UI indicating that a powerful Sons of Svanir Shaman has been spotted in the Maw. If the event chain that involves protecting Scholar Brogun as he investigates the grawl tribe is not active at this time, it will begin immediately.
      • Scholar Brogun will only wait five minutes for player assistance, instead of forever.
      • If Scholar Brogun dies and is not resurrected by a player for a total of five minutes, the event chain will fail.
      • If the event to destroy the dragon totem has succeeded when the boss is not activated, Scholar Brogun will declare victory and return to Krennak's homestead without fighting the shaman.
Guild World Events
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  • Guilds may now utilize a consumable item to activate certain world bosses at any time up to an hour before the scheduled beginning of a world boss, provided that world boss is not already running.
  • The Guild World Event unlock has been added to the Guild Upgrade panel.
    • Prerequisite: Guild Challenges Unlock
    • Influence Cost: 50,000
    • Merit Cost: 100
    • Build Time: 1 week
  • The Guild World Event consumable has been added to the Guild Upgrade panel.
    • Prerequisite: Guild World Events Unlock
    • Influence Cost: 10,000
    • Merit Cost: 20
    • Build Time: 24 hours
    • Cooldown: 45 minutes
    • Max Storage: 3
  • The Guild World Event consumable must be used near a Guild World Event marker, which has been added near each of the following bosses:
    • Karka Queen (Steampipe Steading, Southsun Cove)
    • Tequatl the Sunless (Fabled Djannor, Sparkfly Fen)
    • Triple Trouble (Firth of Revanion, Bloodtide Coast)
Megaservers
  • This new system introduces an improved way to enjoy Tyria by restructuring the way worlds and players are organized.
  • Instead of overflow and home world maps, players will now simply end up in the map that makes the most sense for them, depending on their social environment (party, guild, home world, and more).
  • One of the most visible benefits is that players will have more players at their side to enjoy Guild Wars 2.
  • This new system will first be enabled in the Heart of the Mists and then progressively rolled out to the rest of the open world, starting with the less populated areas.
    • The order as well as the speed of the rollout may differ from what was previously announced in the original blog post, as we are adjusting our plans after further testing. It might continue to evolve during the process as we collect data and adjust accordingly.
  • For more information, please read the Megaserver blog post.
World vs. World
  • Account-bound WXP
    • Players will need to load into a map with every one of their characters to have their WXP added to their account total.
      • Note that WXP is summed, not ranked. (e.g., having two characters exactly at rank 10 puts the player's account total at rank 15 and 4/5) See http://wiki.guildwar...WXP#World_ranks for more information on WXP and ranks.
    • All characters have the same number of World Ability Points available to spend. Spending World Ability Points on one character doesn't spend them on any other.
  • All spent World Ability Points have been refunded to all characters.
  • Getting from Rank 4 to 5 now requires 1,000 WXP instead of 2,000
Balance, Bug Fixing, and Polish
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World Polish
  • Triple Trouble
    • Fixed an issue that was unintentionally causing the Great Jungle Wurm event to scale erratically.
  • Boss chests in dungeons are now limited to once a day. Champion loot bags and dungeon tokens from the bosses themselves will not be limited in this way.
  • Event and champion rewards have been changed.
  • All open world champions have been converted into events to allow for them to scale for large groups, or have had their classification changed to elite or veteran.
  • Updated the Defend the Pact Interrupter from Risen Attacks event in Cursed Shore to correctly track seven waves of attackers. Added a 10-minute fail timer to put the event in line with other temple hold events.
  • Reduced volcano event spawns in Mount Maelstrom to put them more in line with expected creature counts, specifically at max scaling.
General
  • Fixed a bug that caused the wrong gathering tool to be shown to other players.
  • Fixed a bug that caused the camera height to not change depending on the scale of the character.
  • Fixed a bug that prevented watched achievements from being automatically cleared after they were completed.
  • Fixed a bug that prevented the sort order for watched achievements from being saved between play sessions.
  • Fixed a bug that prevented the progress displayed in the Achievement panel from matching the selected sort order.
  • Fixed a bug that caused a jotun's kick attack to force players to drop whatever bundle they were using.
  • The wallet information pop-up no longer displays for new characters.
  • Completing a renown heart now gives a reward splash instead of sending mail.
  • Various adjustments have been made to the splash notifications that appear in the bottom right of the screen to improve consistency and spacing.
  • Armor repair costs have been removed.
  • The guild upgrade that provided a discount to armor repair has been replaced with Disciplined Maneuvers, a buff that increases WXP gained by guild members for a time.
  • Some Mystic Forge recipes have been updated to provide a wider range of results.
  • Fixed a bug that caused magic find to be applied erroneously to some reward rolls.
Items
  • Fixed numerous bugs with underwater weapons using the wrong weapon skin.
  • Renamed numerous items to be more appropriate or to be more accurate.
  • Added many new armor and weapon icons.
  • The inherent dye properties of some armor pieces have been changed to match their wardrobe unlocks.
  • Ascended equipment will no longer be soulbound when equipped and will remain account bound.
  • Legendary weapons will now be account bound on equip instead of soulbound.
  • All existing ascended and legendary equipment that was soulbound is now account bound.
  • Fixed a bug that caused the Howler to endlessly loop its trumpet animation at night.
  • Exotic gear sold by Southsun Economists now has superior upgrades instead of major upgrades.
Ferocity and Critical Damage
Ferocity
Ferocity is a new stat added to the game. This stat will increase critical damage for each point acquired, similar to the way precision increases the character's critical hit chance. All current items, food, upgrades, traits, and skills that previously provided critical damage have now been converted to providing the ferocity stat. In most cases, these stat values were set to the standard secondary stat value of the item's level and rarity. At level 80, every 15 points of ferocity increases the critical damage by 1%. The downscaling for critical damage and ferocity has been improved to function similarly to how precision and critical hit are downscaled.
UI Updates
  • The ferocity stat will be listed next to the critical damage stat.
  • Critical damage will now display the character's base critical damage as well the bonus provided from the ferocity stat.
    • Each character's base critical hit damage is 150% of a normal hit.
Celestial Gear
  • Increased the stats provided from the celestial stat combination by 6.5% to compensate for the new ferocity changes.
  • Increased the PvP celestial stat selection so that it will use the proper stat ratios. Previously this stat combination in PvP was providing much lower stats than intended.
Sigils
Many sigils have been updated to be more consistent across the game. We've eliminated many of the hidden rules that were previously present and simplified how sigils are used. There have been several balance adjustments made, and a new category of sigil has been created.
General
  • Sigils of the same name no longer stack together. Example: Sigil of Bloodlust will no longer add bonus stacks if another Sigil of Bloodlust is equipped. Likewise, a Superior Sigil of Fire will not stack with a Superior, Major, or Minor Sigil of Fire to have increased fire activations.
  • Sigils no longer share the same cooldown. Example: Sigil of Fire no longer shares a cooldown with Sigil of Air.
  • Two-handed weapons can now have two sigils applied to them instead of one.
Weapon-Swap Sigils
  • Sigil of Renewal: This sigil's healing effect now scales better with healing power at a rate of 40%, up from 10%. Fixed a bug that caused the sigil to have an incorrect radius at the minor and superior levels. Increased the radius of the superior version from 300 to 360. Reduced the cooldown of the minor sigil to 9 seconds from 30 seconds to be consistent with other on-swap functionalities.
  • Sigil of Doom: Rescaled the poison durations from 3, 4, and 5 seconds to 2, 4, and 6 seconds for the minor, major, and superior versions, respectively.
  • Sigil of Geomancy: Damage has been reduced and normalized between all versions of the sigil, which is 25% of the superior sigil. Bleeding duration has been rescaled from 3, 5, and 7 seconds to 6, 8, and 10 seconds for the minor, major, and superior versions, respectively.
  • Sigil of Intelligence: This sigil now grants the next three attacks 100% critical chance.
  • Sigil of Hydromancy: Chill duration has been rebalanced from 1, 2, and 3 seconds to 1, 1.5, and 2 seconds for the minor, major, and superior versions, respectively.
Attack-Activated Sigils
  • Sigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%. Rescaled the cooldown from 5, 5, and 5 seconds to 9, 7, and 5 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
  • Sigil of Air: This sigil now has a 50% activation chance on critical hit. Rescaled the cooldown from 5, 5, and 5 seconds to 5, 4, and 3 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
  • Sigil of Torment: This sigil now has a 50% activation chance on critical hit. Recharge has been reduced to 5 seconds. Torment duration has been reduced to 5 seconds (in an area).
  • Sigil of Ice: This sigil's activation now occurs on hit instead of on critical hit.
  • Sigil of Blood: Rescaled the activation thresholds from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively. The damage portion of the siphoning effect now scales with power at a rate of 7.5%.
  • Sigil of Generosity: Fixed a bug that occasionally transferred a different condition than the one removed.
  • Sigil of Purity: This sigil's activation now occurs on hit instead of on critical hit, and it will now only activate when the player has a condition on them.
  • Sigil of Nullification: This sigil now activates only if the target has a boon.
  • Sigil of Frailty: This sigil's activation now occurs on hit instead of on critical hit. Rescaled the activation chance from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively.
  • Sigil of Rage: Reduced the cooldown from 45 seconds to 30 seconds. This sigil will no longer activate if the player already has quickness on them.
  • Sigil of Strength: Increased the activation chance from 10%, 20%, and 30% to 20%, 40%, 60% for the minor, major, and superior versions, respectively. Updated the description to include the cooldown (1 second).
  • Sigil of Water: This sigil's activation now occurs on hit instead of on critical hit. Bonus from healing power has been increased by 50% while the base heal is reduced by 25 points (base activation at level 1 is now about 25 total health with no other attributes). Cooldown for this sigil has been rescaled from 10, 10, and 10 seconds to 10, 7, and 5 seconds for the minor, major, and superior versions, respectively.
Duration-Increase Sigils
  • Sigil of Agony: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Chilling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Debility: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Hobbling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Peril: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Smoldering: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Venom: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Paralyzation: Stun duration has been increased from 5%, 10%, and 15% to 10%, 20%, and 30% for the minor, major, and superior versions, respectively.
Always-On Sigils
  • Sigil of Accuracy: Critical chance has been increased from 1%, 3%, and 5% to 3%, 5%, and 7% for the minor, major, and superior versions, respectively.
  • The following sigils no longer stack with themselves: Agony, Smoldering, Hobbling, Chilling, Venom, Peril, and Debility.
  • Sigil of Malice: This sigil has been rebalanced to 5%, 7%, and 10% condition duration for the minor, major, and superior versions, respectively.
  • Sigil of the Night: This sigil now grants its indicated bonus at all levels rather than a flat 10% for all minor, major, and superior versions.
On-Kill Sigils
  • Sigils that stack attributes will no longer stack with themselves.
  • Non-attribute stack-based sigils will now function with one another.
  • On-kill sigils now gain 5 stacks upon killing a player in all areas of the game.
  • On-kill sigils that stack attributes now have a unique shared buff icon.
  • Sigil of Conjuration: Renamed to Sigil of Celerity. This sigil now grants 3, 4, and 5 seconds of quickness at 25 stacks for the minor, major, and superior versions, respectively. This sigil now has its own unique buff icon.
  • Sigil of Sanctuary: This sigil has been renamed to Sigil of Benevolence.
  • Sigil of Benevolence: Gain a charge of .3%, .4%, and .5% additional healing effectiveness each time a foe is killed--five for an enemy player--for the minor, major, and superior versions, respectively. Max 25 stacks; ends on down.
  • Sigil of Demon Summoning: This sigil now activates at 25 stacks instead of 26. This sigil now has its own unique buff icon.
  • Sigil of Restoration: Increased the major sigil base healing by 33%. Increased the superior sigil base healing by 25%. This sigil now scales with healing power at a rate of 15%, up from 10%.
  • Sigil of Speed: Increased the swiftness duration from 5, 7, and 10 seconds to 10, 14, 20 seconds for the minor, major, and superior versions, respectively.
  • Sigil of Luck: Reworked the percentage chances so that all boons have a more equal chance to activate. Added stability to the list (3 seconds). Increased the duration of might from 5 seconds to 15 seconds. Increased the fury duration from 5 seconds to 8 seconds. Chance to activate on kill rescaled from 30%, 40%, and 50% to 25%, 50%, and 75% for the minor, major, and superior versions, respectively.
Runes
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All rune sets have been reworked and rebalanced. The bonuses have been updated to be much more consistent for each bonus slot. A lot of the power on each rune set has been shifted toward the later bonus slots to promote wearing a full set of runes. Below is the list of the superior version of every rune set, as they were all changed. Please note the following about major and minor runes:
  • All major runes have 60% of the stats and proc chances of the superior version of the rune.
  • All minor runes have 40% of the stats and proc chances of the superior version of the rune.
Power Runes
Superior Rune of the Mad King
  • +25 Power
  • +5% Condition Duration
  • +50 Power
  • +15% Bleeding Duration
  • +100 Power
  • +20% Bleeding Duration; summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45 seconds)
Superior Rune of the Baelfire
  • +25 Power
  • +10% Burning Duration
  • +50 Power
  • 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  • +100 Power
  • +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
    • Increased the radius to 240.
    • Increased the damage by 100%.
Superior Rune of the Centaur
  • +25 Power
  • +10% Swiftness Duration
  • +50 Power
  • -50% Incoming Cripple Duration
  • +100 Power
  • +20% Swiftness Duration; when a healing skill is used, the player and all nearby allies gain swiftness for 10 seconds. (Cooldown: 10 seconds)
Superior Rune of the Citadel
  • +25 Power
  • +10% Fury Duration
  • +50 Power
  • 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  • +100 Power
  • +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
Superior Rune of the Elementalist
  • +25 Power
  • +35 Condition Damage
  • +50 Power
  • +65 Condition Damage
  • +100 Power
  • +20% Burning Duration; +20% Chill Duration.
Superior Rune of the Fighter
  • +25 Power
  • +35 Toughness
  • +50 Power
  • +65 Toughness
  • +100 Power
  • When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Superior Rune of the Fire
  • +25 Power
  • +10% Might Duration
  • +50 Power
  • 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  • +100 Power
  • +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
Superior Rune of Hoelbrak
  • +25 Power
  • +10% Might Duration
  • +50 Power
  • 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  • +100 Power
  • +20% Might Duration; -20% Condition Duration applied to you.
Superior Rune of the Mesmer
  • +25 Power
  • +35 Precision
  • +50 Power
  • +65 Precision
  • +100 Power
  • +33% Daze Duration
Superior Rune of the Ogre
  • +25 Power
  • +35 Ferocity
  • +50 Power
  • 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  • +100 Power
  • +4% Damage
Superior Rune of the Pack
  • +25 Power
  • +10% Swiftness Duration
  • +50 Power
  • 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  • +100 Power
  • +20% Swiftness Duration; +125 Precision
Superior Rune of the Privateer
  • +25 Power
  • +10% Might Duration
  • +50 Power
  • 25% chance when struck to shout "Yarr" and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  • +100 Power
  • 50% chance to summon a parrot. (Cooldown: 60 seconds)
Superior Rune of the Scholar
  • +25 Power
  • +35 Ferocity
  • +50 Power
  • +65 Ferocity
  • +100 Power
  • +10% damage while your health is above 90%.
Superior Rune of Strength
  • +25 power
  • +10% Might Duration
  • +50 Power
  • +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  • +100 Power
  • +20% Might Duration; +7% damage while under the effects of might.
Superior Rune of Vampirism
  • +25 Power
  • 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  • +50 Power
  • After using a healing skill, your next attack steals health.
  • +100 Power
  • When struck below 20% health, you become mist. (Cooldown: 60 seconds)
Precision Runes
Superior Rune of Lyssa
  • +25 Precision
  • +5% Condition Duration
  • +50 Precision
  • When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  • +100 Precision
  • When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Superior Rune of the Eagle
  • +25 Precision
  • +35 Ferocity
  • +50 Precision
  • +65 Ferocity
  • +100 Precision
  • +6% damage against targets with less than 50% health.
Superior Rune of the Ranger
  • +25 Precision
  • +35 Ferocity
  • +50 Precision
  • +65 Ferocity
  • +100 Precision
  • +7% damage while you have an active companion.
Superior Rune of the Rata Sum
  • +25 Precision
  • +10% Poison Duration
  • +50 Precision
  • +15% Weakness Duration
  • +100 Precision
  • +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
Superior Rune of the Thief
  • +25 Precision
  • +35 Condition Damage
  • +50 Precision
  • +65 Condition Damage
  • +100 Precision
  • When striking a foe from behind or the side, gain +10% damage.
Toughness Runes
Superior Rune of the Dolyak
  • +25 Toughness
  • +35 Vitality
  • +50 Toughness
  • +65 Vitality
  • +100 Toughness
  • Regenerate health every second.
    • This bonus is no longer a static amount. It will scale based on a character's level, as well as scale slightly with the healing power stat.
Superior Rune of the Earth
  • +25 Toughness
  • +10% Protection Duration
  • +50 Toughness
  • 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  • +100 Toughness
  • +20% Protection Duration; when struck below 20% health, you gain a magnetic aura for 5 seconds. (Cooldown: 90 seconds)
Superior Rune of the Engineer
  • +25 Toughness
  • +35 Condition Damage
  • +50 Toughness
  • +65 Condition Damage
  • +100 Toughness
  • While wielding a conjured weapon, environmental weapons, kits, banners, and stolen items, gain +7% damage.
Superior Rune of the Forgeman
  • +25 Toughness
  • +10% Burning Duration
  • +50 Toughness
  • +15% Protection Duration
  • +100 Toughness
  • When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
Superior Rune of the Guardian
  • +25 Toughness
  • +35 Healing
  • +50 Toughness
  • +65 Healing
  • +100 Toughness
  • When you block a foe's attack, burn that foe for 1 second.
Superior Rune of Melandru
  • +25 Toughness
  • +35 Vitality
  • +50 Toughness
  • -10% Incoming Condition Duration; -10% Incoming Stun Duration
  • +100 Toughness
  • -15% Incoming Condition Duration; -15% Incoming Stun Duration
Superior Rune of Mercy
  • +25 Toughness
  • Gain up to 400 toughness while reviving an ally, based on your level.
  • +50 Toughness
  • You resurrect allies with 30% more health.
  • +100 Toughness
  • You revive allied players 20% faster.
Superior Rune of Svanir
  • +25 Toughness
  • +10% Chill Duration
  • +50 Toughness
  • -50% Incoming Chill Duration
  • +100 Toughness
  • +20% Chill Duration; When you're struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)
Superior Rune of Resistance
  • +25 Toughness
  • -5% Incoming Condition Duration
  • +50 Toughness
  • -10% Incoming Condition Duration
  • +100 Toughness
  • When you activate a signet skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)
Vitality Runes
Superior Rune of Exuberance
  • +25 Vitality
  • 3% of vitality is converted to healing power.
  • +50 Vitality
  • 5% of vitality is converted to precision.
  • +100 Vitality
  • 7% of vitality is converted to power.
Superior Rune of the Ice
  • +25 Vitality
  • +10% Chill Duration
  • +50 Vitality
  • 25% chance when struck to cause an ice nova. (Cooldown: 30 seconds)
  • +100 Vitality
  • +20% Chill Duration; +7% damage against chilled foes.
Superior Rune of the Lich
  • +25 Vitality
  • +5% Condition Duration
  • +50 Vitality
  • +10% Condition Duration
  • +100 Vitality
  • 50% chance when struck to summon a jagged horror. (Cooldown: 60 seconds)
Superior Rune of Sanctuary
  • +25 Vitality
  • +5% Boon Duration
  • +50 Vitality
  • 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  • +100 vitality
  • When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
Superior Rune of the Trooper
  • +25 Vitality
  • +35 Toughness
  • +50 Vitality
  • +65 Toughness
  • +100 Vitality
  • Shouts remove a condition from each affected ally.
Superior Rune of Speed
  • +25 Vitality
  • +10% Swiftness Duration
  • +50 Vitality
  • 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  • +100 Vitality
  • +20% Swiftness Duration; +25% Movement Speed
Superior Rune of the Warrior
  • +25 Vitality
  • +35 Power
  • +50 Vitality
  • +65 Power
  • +100 Vitality
  • -20% recharge on weapon swap.
Superior Rune of the Wurm
  • +25 Vitality
  • +35 Ferocity
  • +50 Vitality
  • +65 Ferocity
  • +100 Vitality
  • 7% of vitality is converted to ferocity.
Ferocity Runes
Superior Rune of the Air
  • +25 Ferocity
  • +10% Swiftness Duration
  • +50 Ferocity
  • When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  • +100 Ferocity
  • +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Superior Rune of the Golemancer
  • +25 Ferocity
  • +35 Precision
  • +50 Ferocity
  • +65 Precision
  • +100 Ferocity
  • 50% chance when struck to summon a golem. (Cooldown: 90 seconds)
Superior Rune of Rage
  • +25 Ferocity
  • +10% Fury Duration
  • +50 Ferocity
  • 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  • +100 Ferocity
  • +20% Fury Duration; while under the effects of fury, gain +5% damage.
Condition Damage Runes
Superior Rune of Balthazar
  • +25 Condition Damage
  • +10% Burning Duration
  • +50 Condition Damage
  • +15% Burning Duration; when you're struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  • +100 Condition Damage
  • +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
Superior Rune of the Undead
  • +25 Condition Damage
  • +35 Toughness
  • +50 Condition Damage
  • +65 Toughness
  • +100 Condition Damage
  • 7% of toughness is converted to condition damage.
Superior Rune of Tormenting
  • +25 Condition Damage
  • +10% Torment Duration
  • +50 Condition Damage
  • +15% Torment Duration
  • +100 Condition Damage
  • +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Superior Rune of the Sunless
  • +25 Condition Damage
  • -5% Incoming Condition Duration
  • +50 Condition Damage
  • -10% Incoming Condition Duration
  • +100 Condition Damage
  • When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
Superior Rune of Scavenging
  • +25 Condition Damage
  • 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  • +50 Condition Damage
  • After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  • +100 Condition Damage
  • 7% of vitality is converted to condition damage.
Superior Rune of Perplexity
  • +25 Condition Damage
  • +10% Confusion Duration
  • +50 Condition Damage
  • 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  • +100 Condition Damage
  • +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Superior Rune of Orr
  • +25 Condition Damage
  • +10% Poison Duration
  • +50 Condition Damage
  • 25% chance when struck to inflict poison for 10 seconds. (Cooldown: 20 seconds)
  • +100 Condition Damage
  • +20% Poison Duration; when struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
Superior Rune of the Aristocracy
  • +25 Condition Damage
  • +10% Might Duration
  • +50 Condition Damage
  • +15% Might Duration
  • +100 Condition Damage
  • +20% Might Duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Superior Rune of the Nightmare
  • +25 Condition Damage
  • +5% Condition Duration
  • +50 Condition Damage
  • +10% Condition Duration
  • +100 Condition Damage
  • 50% chance when struck to inflict fear for 2 seconds. (Cooldown: 90 seconds)
Superior Rune of the Necromancer
  • +25 Condition Damage
  • +35 Vitality
  • +50 Condition Damage
  • +65 Vitality
  • +100 Condition Damage
  • +20% Fear Duration
Superior Rune of the Krait
  • +25 Condition Damage
  • +10% Bleeding Duration
  • +50 Condition Damage
  • +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  • +100 Condition Damage
  • +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Superior Rune of Grenth
  • +25 Condition Damage
  • +10% Chill Duration
  • +50 Condition Damage
  • 25% chance when struck to inflict chill for 3 seconds. (Cooldown: 30 seconds)
  • +100 Condition Damage
  • +20% Chill Duration; when you use a healing skill, nearby foes are chilled for 3 seconds. (Cooldown: 10 seconds)
Superior Rune of the Afflicted
  • +25 Condition Damage
  • +10% Bleeding Duration
  • +50 Condition Damage
  • +15% Poison Duration
  • +100 Condition Damage
  • +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
Superior Rune of the Adventurer
  • +25 Condition Damage
  • +35 Power
  • +50 Condition Damage
  • +65 Power
  • +100 Condition Damage
  • When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
Healing Power Runes
Superior Rune of Dwayna
  • +25 Healing
  • +10% Regeneration Duration
  • +50 Healing
  • 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  • +100 Healing
  • +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
Superior Rune of the Flock
  • +25 Healing
  • 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  • +50 Healing
  • When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  • +100 Healing
  • When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Superior Rune of the Grove
  • +25 Healing
  • +10% Protection Duration
  • +50 Healing
  • 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  • +100 Healing
  • +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
Superior Rune of the Monk
  • +25 Healing
  • +5% Boon Duration
  • +50 Healing
  • +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  • +100 Healing
  • +10% outgoing heal effectiveness to allies.
Superior Rune of the Water
  • +25 Healing
  • +5% Boon Duration
  • +50 Healing
  • 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  • +100 Healing
  • +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
Superior Rune of Altruism
  • +25 Healing
  • When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  • +50 Healing
  • +10% Boon Duration
  • +100 Healing
  • When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
Non-primary Stat Runes
Superior Rune of Divinity
  • +8 to all stats
  • +10 to all stats
  • +12 to all stats
  • +14 to all stats
  • +16 to all stats
  • +18 to all stats
Superior Rune of Infiltration
  • +2% damage against foes with less than 50% health.
  • +35 Precision
  • +4% damage against foes with less than 50% health.
  • +65 Precision
  • +6% damage against foes with less than 50% health.
  • When struck below 20% health, cloak for 4 seconds. (Cooldown: 60 seconds)
Superior Rune of the Traveler
  • +8 to all stats
  • +5% Boon Duration
  • +12 to all stats
  • +10% Boon Duration; +10% Condition Duration
  • +16 to all stats
  • +25% Movement Speed
Profession Updates

Log In for Free Transmutation Charges


Posted from Guild Wars 2 Guru on Mon 14 Apr, 19:00

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Log In for Free Transmutation Charges


Tomorrow is 15 April 2014, the day of the first ever Guild Wars 2 feature pack.  Make sure to log-in tomorrow and get free transmutation charges from the in-game store by clicking the [O] button and going to the promotions tab!

The April 2014 Feature Pack launches tomorrow! Among the many exciting features that we'll be introducing is the account Wardrobe system, which makes it easier than ever to collect every possible look in Tyria! Through the Wardrobe, every cosmetic skin you collect will be made accessible to every character on your account.

To get you started with this new system, we're giving away five free Transmutation Charges per account to everyone who logs in between the launch of the Feature Pack and 11:59 a.m. PT tomorrow, April 16! Visit the Promotions tab in the Gem Store to check out this and other offers!

On a related note, do not forget to transform all of your transmutation crystals and stones after the update to receive transmutation charges!

How Players are Permanently Changing Guild Wars 2's Living World


Posted from Guild Wars 2 Guru on Mon 7 Apr, 18:16

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How Players are Permanently Changing Guild Wars 2's Living World


In an interview with IGNs Leah B. Jackson, Arenanet game director Colin Johanson looks back at the first season of the Living World, the upcoming feature patch, and lessons learned during the first season.  He also briefly outlines some design changes for Living World patches that are coming as a part of season two.  You can read the full interview on IGNs website.

The other takeaway is how players get more excited for a story if it creates a permanent change in the world, or creates a sense that the world is constantly evolving. "That is something we're going to embrace more in future seasons," Johanson said.  Players want to feel like they have an impact, and they like going back six months after an event ends to see what that impact is.

Bags, Banks, and More


Posted from Guild Wars 2 Guru on Fri 4 Apr, 10:25
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After a surprising absence from last month's sale selection, bags and bank slots have gotten a small price cut of 20%. To add to this, the Heroic Edition update is also discounted, and a single repair canister and gathering booster can be obtained for free. It seems like the sale momentum hasn't quite slowed down yet, so it wouldn't be such a bad idea to hold out a little longer to see what else gets slashed.

Yes, I'm talking about character slots.

Weekend Sale: Bag Slot and Bank Tab Expansions!


Posted from Guild Wars 2 News on Fri 4 Apr, 08:01
Increase your carrying capacity with this special sale!

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Tournament of Legends Sign Ups Now Open


Posted from Guild Wars 2 News on Fri 4 Apr, 08:00
Sign-ups for the Guild Wars 2 Tournament of Legends are now open! Make sure to check out the original Tournament of Legends blog post to see the exact times of...

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Megaserver: Part 2


Posted from Guild Wars 2 Guru on Thu 3 Apr, 16:22

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Megaserver: Part 2


Yesterday, Arenanet outlined the new megaserver system and some of the major changes that are coming up on the 15th of April and throughout the year.  Today, they have posted two blog posts that adress issues that arise with the current system and then new megaserver system.  If you wish to read them for yourself, you can find the world events blog post here, and the guild and WvWvW blog post here.

We recently announced the exciting new megaserver project for Guild Wars 2, a system to maximize players' social experience in our open world. Now it's time to look to the future and discuss some of the changes that will be happening down the road.

World Event change summary

  • World bosses and world events will no longer be tied to worlds.  Instead, all world bosses will spawn at set intervals in the entire game.
  • Current world bosses are split into three new categories based on difficulty.
  • Low-level world events are simple events that occur in the level 1-15 starter zones.  Out of the current four, one will begin every quarter past and quarter-till.
  • Standard world events comprise of the original events in the game since the release.  These events will rotate and start on every half and full hour.
  • "Hard-core, super mega organized events" are the most hardcore events that require serious coordination, such as the Karka Queen and Tequatl the Sunless.  These events will ALL spawn in a 3 hour window every eight hours.
  • The Temples of Orr will not be synced due to how the new map system implements them.
  • Many events that did not have a failure mechanic will now have one.
  • All bosses are recieving an update, either adding a set of pre-events, changing the current events, or other changes to prepare them for their incoming important role in the rotation.
  • Waypoints that can be contested will, from now on, always be contested unless you are in the map itself.
  • You can no longer tell if a dungeon is open unless you are in the map.
  • Cross-map functions of the temples of orr wil now be disabled.  Instead, all maps are receiving minor temples that must be held to "uncontest" areas on that map.

Guild and WvWvW updates

  • NEW!  Guild upgrades now include "Guild World Events."  Guilds can now trigger any event, including the most difficult ones, when they want to.  This can only be done by officers, and costs a lot of influence each time.
  • Guild influence will no longer be based on home-world of the guild starting December 2014.
  • World versus World will be updated in December 2014.  No specifics given as of now.

Introducing the Megaserver System


Posted from Guild Wars 2 Guru on Wed 2 Apr, 13:40

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Introducing the Megaserver System


Arenanet have announced the final feature of the April 15th update pack... the megaserver.  To keep it simple, all servers are being merged for PvE in order to ensure a healthy and filled game.  You can read more about it in the first part of the reveal blog.

With megaserver technology, there are as many copies of a map as are needed to comfortably hold the population of players in that map at a given time. Rather than having a separate map copy for each home world and artificially limiting the amount of fellow adventurers you see, the megaserver system brings players together and dynamically opens up new map copies as necessary.

Here are some of the big ideas:
  • Essentially, overflows and "master copies" of zones are being removed.  Instead of this, all players, regardless of server, are placed in an active copy of the map.  When one fills, a new copy is made, and all players are placed there.  In essence, server map placement is gone.
  • Megaserver technology will be released on all level 1-15 maps, main cities, and PvP lobbies in the April 15th update.  Before the end of 2014, it will be released on all maps, unless there is major conflict or technical issue that arises.
  • World versus World, World bosses, and Guilds (or guild influence), is being changed.  More on this in the blog posts from tomorrow and Friday.
  • People on friends lists or in guilds have modifier values that increase the chance of entering a shard with them.
  • Players can select language preferences, which act as a modifier to match you with other, language-sharing players.

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Posted from Guild Wars 2 Guru on Mon 31 Mar, 16:53

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Tue 20 Aug, 01:39 by Kholthar Redmane
» Request to rejoin SNOW

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Zhadow Sat 26 Jan, 19:50
oki sounds nice! Even though right now im in a little slump now on gw2, so not playing much/at all at the moment. But I send you an pm if im gonna get back to it soon!
Nymph of Meliai Sat 26 Jan, 13:07
It depends on your connection, unless you have fibre-optic broadband then NA servers lag really badly if there is any event stuff happening... Halloween, Christmas etc. If you are worried about lag, then I would advise joining RiOT on Seafarer's Rest Server because they do a lot of PvE stuff as well as the WvW. Their officers are divided into PvE and PvP... plus there are Swedish people in the guild and LOTS of Swedish people on the server. The server is mostly British, Swedish, Italian and Russian
Zhadow Sat 26 Jan, 09:42
Would NA server lagg for somone from sweden? :o)
Nymph of Meliai Fri 25 Jan, 20:58
If you like PvX pm Nymeria Meliae for an invite to RiOT (WvW/Dungeons etc.) = EU servers If you are strict PvE then pm Zara Zante for an invite to LOST = NA servers

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