New Grandmaster Traits Elementalist: Aquatic Benevolence The elementalist is getting a variety of traits, ranging from damage and utility to survivability and support. The one we’ll introduce today is Aquatic Benevolence. This trait contains a new mechanic that will increase all healing to allies by a percentage without affecting the character doing the healing. Aquatic Benevolence has the highest of all outgoing healing effects currently in the game, sitting at a solid 25% healing power bonus when supporting allies.
-> (Whatever happened to nukers? People like blowing shit up on elementalists, not healing the party)
-> (And why the hell did this not go to the Guardian?)
Engineer: Fortified Turrets Engineers will be getting additional support and survivability with their new turret trait, Fortified Turrets, which is part of the Inventions line. Each time an engineer with Fortified Turrets equipped spawns a new turret, that turret receives a defensive bubble that reflects projectiles for four seconds. This works with all turrets, including the Supply Crate.
-> (This will make all ranged attacking obsolete in spvp and wvw. It also locks in the Engineers status as the #1 best bunker in the game. You won't see anything else bunking after this is released.)
-> (Beta test this stuff before releasing it ffs)
Guardian: Force of Will With the current traits available to the guardian, their Honor line has multiple support traits that heavily assist allies but have less individual benefit for the guardian. With this patch, guardians will have the option to unlock Force of Will, a trait that grants three hundred extra vitality when slotted (which amounts to three thousand health at level 80 from this trait alone). The result is a guardian that is much more durable when facing conditions and physical attacks.
-> (No one will ever select this over Pure Of Voice or Battle Presence. What a joke)
Necromancer: Unholy Sanctuary In addition to a bit of a trait line rework, the necromancer’s Death Magic will be gaining the ability to heal your health pool while Death Shroud is active. Unholy Sanctuary allows you to turtle in your Death Shroud and slowly heal yourself, granting you additional survivability in situations that might otherwise spell certain death. The healing rate of Unholy Sanctuary is the same as the regeneration boon and will be affected by healing power.
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and that's all that needs to be said about Unholy Sanctuary
Mesmer: Power Block Enemies of mesmers beware: they’ve learned how to mess with your skill recharge! The new trait for mesmers allows them to gain additional benefit when disrupting enemy skills. Power Block will be introduced to the Domination line and will change the recharge of an interrupted skill from 5 seconds to 10 seconds. This will not affect skills that have no recharge, but I’d imagine that stopping a necromancer from consuming conditions would surely put a nail in their coffin.
-> (It's starting to look like real Mesmer gameplay now, ty for adding at least one that makes sense)
Ranger: Read the Wind Ranger: Your arrows are swift and deadly, but in some scenarios they are not as fast as they need to be and your enemies can dodge them easily. With Marksmanship’s new Read the Wind, your longbow arrows will fire at twice their base velocity, allowing for supreme accuracy at long range.
-> (Ok, first of all, the arrows should do this normally. It shouldn't be a trait. Upon this, this trait isn't going to help a Ranger hold a cap or ZvZ. Next to useless trait imo)
Thief: Invigorating Precision Thief will be gaining a new survivability trait in their Critical Strikes line with Invigorating Precision. Five percent of damage from your critical attacks will now be returned to you as healing. With this trait, you’ll be able to sustain yourself in scenarios where your base healing just isn’t enough.
-> (This is actually balanced as it will make you choose between this or Executioner. Good new trait imo)
Warrior: Dual-Wield Agility Warriors who love to dual-wield will have a new option in their Arms line with Dual-Wield Agility. This trait will increase your attack speed by ten percent when wielding an off-hand axe, mace, or sword.
-> (Still not going to eliminate Hambowing, which still needs a GODDAM NERF on bowside, seeing as how it makes a Warrior a better Ranger, than a Ranger)
Yeah so, this patch worries me
Seems like some turn over rate has happened in the a-net team or something
Few of these ideas are as if someone didn't know anything about the game, when creating them