The worst has happened: Mordremoth brought down the Pact fleet. Despite high hopes, the assault on the Elder Dragon was a categorical failure. Pact soldiers—the dead, the injured, and the lost—scattered as they fell screaming from the sky. Although they’re trying to reform groups and assist one another, it’s a greater challenge than any they’ve ever faced. During the day, they scramble to establish a foothold both on the jungle floor and in the canopy; at night, they struggle just to survive against attacks by hostile hylek, aggressive beasts, unpredictable sylvari, and the burgeoning Mordrem Guard. Resident allies are few and far between. The jungle has never been a more dangerous place. On top of this, there’s still the mystery surrounding the dragon egg, a beacon of hope for you and your allies, stolen from you by one of your own, the sylvari Caithe. What is her plan? Has she lost her way? And how will you ever secure the egg amid all this calamity in the heart of Mordremoth’s domain?
Halloween: Shadow of the Mad King
Come join us in celebrating Halloween—you can play Mad King Says with old Mad King Thorn, jump to the top of the Mad King’s Clock Tower, battle in the labyrinth, or fight Mad King Thorn himself. You will also see doors appearing and trick-or-treat bags dropping all around Tyria.
- Parts of Lion’s Arch and the Heart of Mists have been decorated.
- Trick-or-Treat Bags now have a chance to drop all over Tyria.
- The Trick-or-Treat Bag tables have been updated.
- Maize Balm now only affects 1 target instead of 3.
- Maize Balm now only has 1 charge rather than 3.
- The Candy Corn vendors found in Lion’s Arch have been updated with new items.
- There is a new Shadow of the Mad King meta-event, and there are new daily achievements.
Adventures
Adventures are repeatable, single-player challenges with leaderboards. Compete against your friends and guildmates for bragging rights. Check out
https://www.guildwars2.com/en/news/adventuring-forth/for more information.
Defiance
The defiance effect has been replaced with the defiance bar. Creatures that previously used the defiance effect will now have the defiance bar. Control-type attacks will now decrease the defiance bar and stun the enemy once the bar is depleted.
Revenant
The revenant is the ninth profession for Guild Wars 2 and is added for all players who own Heart of Thorns™. Revenants are heavily armored masters of the Mists with abilities that allow them to harness and manipulate energy in order to perform immense attacks. They invoke powers from legends of the past to dominate foes and unleash chaos on the field of battle. Revenants utilize a new resource (energy), which is their connection to the currently invoked legend. Energy is used to fuel all of their skills.
Skills
Legendary Assassin Stance Skills:
- Enchanted Daggers: Summon enchanted daggers that will attack as you attack, siphoning life from targets hit.
- Riposting Shadows: Evade back quickly through the Mists, removing debilitating conditions.
- Phase Traversal: Step through the Mists to your target. Your next few attacks can’t be blocked.
- Impossible Odds: Empower yourself with Shiro’s speed and quickness to quickly take out enemies.
- Relinquish Power: End the Impossible Odds skill.
- Jade Winds: Call upon the Jade Wind to turn nearby enemies into jade, stunning them for a short duration.
- Empowering Misery: Heal yourself. Heal more for each condition currently applied to you.
- Pain Absorption: Grant resistance to yourself and nearby allies. Absorb conditions from those allies, gaining additional resistance per condition.
- Banish Enchantment: Deal damage, apply confusion, and remove boons from your foe.
- Unyielding Anguish: Leap toward the targeted area, creating a demonic field that torments and chills foes.
- Embrace the Darkness: Summon the power of the legendary demon to
transform into a powerful avatar. Increase all attributes, and pulse
torment to nearby foes.
- Resist the Darkness: End Embrace the Darkness early.
- Soothing Stone: Heal yourself and remove conditions. Gain retaliation for each condition removed.
- Inspiring Reinforcement: Create a stone road that damages and weakens foes as it’s created. Once it’s created, it will pulse, granting stability to allies.
- Forced Engagement: Launch a chain at your target. When the chain connects with a foe, it slows and taunts them.
- Vengeful Hammers: Invoke hammers to circle around you, damaging foes.
- Release Hammers: Release the hammers to end Vengeful Hammers.
- Rite of the Great Dwarf: Channel the power of the Rite of the Great Dwarf to turn yourself and nearby allies to stone to reduce incoming damage.
- Project Tranquility: Project Ventari’s tablet into the world. The
tablet will heal allies near it every few seconds. The tablet will
disappear if you move outside the tether distance.
- Ventari’s Will: Will the tablet toward the target location. As the tablet moves, it will heal allies it passes through.
- Protective Solace: Summon a protective barrier around the tablet that destroys enemy projectiles.
- Diminish Solace: Collapse the protective barrier that formed around the tablet.
- Natural Harmony: Collect energy, pulling it into the tablet to build up its power. After a short delay, the energy will be released, healing nearby allies.
- Purifying Essence: Remove conditions from allies near the tablet, and heal them for a small amount per condition removed.
- Energy Expulsion: Force energy to erupt from the tablet, knocking back nearby foes and leaving behind energy fragments that heal allies.
- Preparation Thrust: Stab your foe with your sword, inflicting vulnerability.
- Brutal Blade: Slice Foes, damaging them and inflicting vulnerability.
- Rift Slash: Slash foes, creating a rift on them that explodes for additional damage after a short delay.
- Precision Strike: Strike nearby foes with precision, sending out blades that damage and chill them.
- Unrelenting Assault: Shadowstep and unleash fierce attacks on nearby foes. Gain might each time you damage a foe.
- Duelist’s Preparation: Assume a defensive stance, blocking incoming attacks.
- Shackling Wave: Slice through the air, sending a wave of energy from the Mists toward your foe.
- Grasping Shadow: Stab your foe, connecting them to you. Shadowstep backward and pull them toward you.
- Misery Swipe: Swing your mace at your foe.
- Anguish Swipe: Sweep your mace back for a second blow.
- Manifest Toxin: Deliver a crushing blow that sends toxic energy chaining to enemies behind each target.
- Searing Fissure: Smash your mace into the ground, causing flames to erupt from the Mists.
- Echoing Eruption: Leap at your foe and deliver a massive attack that cascades outward. Each attack area is a blast finisher.
- Frigid Blitz: Hurl your axe at your target, damaging and chilling the foes the axe passes through. When the axe reaches your target, shadowstep to it and deliver a large blow.
- Temporal Rift: Slice into the Mists, creating an unstable rift. After a short duration, this rift will collapse in on itself, pulling in enemies.
- Hammer Bolt: Hurl your weapon at enemies, striking foes in its path.
- Coalescence of Ruin: Slam the ground with your hammer, creating a cascading eruption of energy.
- Phase Smash: Leap through the Mists to the target area. When you land, damage and chill foes in an area, and then teleport back to your previous location.
- Field of the Mists: Create a field from the Mists that blocks incoming projectiles in front of you.
- Drop the Hammer: Summon a massive hammer from the Mists to strike the ground.
- Rapid Swipe: Swipe your staff at your foe.
- Forceful Bash: Bash your foe with your staff.
- Rejuvenating Assault: Cleave foes around you with your staff, creating healing orbs for you and your allies.
- Punishing Sweep: Sweep your staff at your foe. Gain access to Debilitating Slam if your foe is using a skill when struck.
- Debilitating Slam: Imbue your staff with mist energy and slam it down, damaging and dazing nearby foes.
- Warding Rift: Create a rift from the Mists, warding you from attack. While the rift is open, projectiles will hit nearby foes, blinding them.
- Renewing Wave: Send out a wave of mist energy that heals and removes conditions from allies.
- Surge of the Mists: Charge forward, knocking back enemies that cross your path.
- Spear of Anguish: Throw a mist spear toward your foe. Inflict increasing durations of torment the farther away your foe is from you.
- Rapid Assault: Rapidly strike foes in front of you, inflicting vulnerability.
- Venomous Sphere: Launch a sphere outward from the Mists. The sphere will attack nearby foes as it travels, poisoning them.
- Frigid Discharge: Detonate the sphere to cause it to explode, damaging and chilling foes.
- Igniting Brand: Throw your spear at your foe. Upon impact, damage
your foe and connect to them through the Mists. While the connection is
active, it will apply burning.
- Devour Brand: Step through the Mists toward the branded foe, dealing damage in an area to nearby foes.
- Rift Containment: Create two rifts, one above and one below your target. After a short delay, these rifts will create a barrier from the Mists, preventing foes from crossing.
Devastation
Minor:
- Mutilate Defenses: Striking a foe gives you a chance to apply vulnerability.
- Targeted Destruction: Deal increased damage to targets with vulnerability.
- Focused Siphoning: When you strike foes that have vulnerability, siphon life from them.
- Ferocious Strikes: Gain increased ferocity while dual-wielding weapons.
- Vicious Lacerations: When you attack while wielding a sword, gain a stack of vicious laceration. This can be stacked up to five times.
- Malicious Reprisal: When one of your attacks is blocked, your next attacks will be unblockable.
- Jade Echo: Use Jade Winds when you are downed. Deal increased damage while downed.
- Jade Winds: Call upon the Jade Wind to turn nearby enemies into jade, stunning them for a short duration.
- Nefarious Momentum: Gain might when using assassin stance skills.
- Assassin’s Presence: Increase the ferocity of nearby allies.
- Swift Termination: Increased damage to targets below the health threshold.
- Dismantle Fortifications: Skills that disable foes (stun, daze, knockback, pull, knockdown, sink, float, fear, launch, or taunt) remove an additional stack of stability.
- Assassin’s Annihilation: Siphon life from foes when hitting a foe from behind or the side.
Minor:
- Rampant Vex: Critical hits have a chance to cause torment.
- Opportune Extraction: Striking a foe gives you a chance to remove a boon from that foe.
- Yearning Empowerment: Torment lasts longer.
- Replenishing Despair: Incoming conditions provide you a small amount of healing.
- Demonic Defiance: Using a Legendary Demon Stance skill grants resistance for a short duration.
- Venom Enhancement: When you apply torment, also apply poison. Poison lasts longer.
- Bolstered Anguish: Increased damage for every condition currently on you.
- Frigid Precision: Chance to chill your foe when you land a critical hit.
- Spontaneous Destruction: Use Banish Enchantment when striking a foe that has boons equal to or greater than the threshold.
- Banish Enchantment: Deal damage, apply confusion, and remove boons from your foe.
- Diabolic Inferno: Burn nearby foes when using an elite skill.
- Maniacal Persistence: Increase your critical-hit chance every few seconds. This bonus is reset when you land a critical hit.
- Pulsating Pestilence: Chance when struck to copy all conditions currently on you to nearby foes for a few seconds.
Minor:
- Enduring Recovery: Chance when struck to gain endurance.
- Unwavering Avoidance: Gain stability after you dodge.
- Determined Resolution: Take reduced damage below the health threshold.
- Planar Protection: Create a field of the Mists when you take damage from falling. Take less damage from falling.
- Dome of the Mists: Create an area that blocks projectiles and weakens foes.
- Close Quarters: Foes that strike you from farther away than the range threshold deal less damage.
- Improved Aggression: Taunted foes deal less damage to you. Taunt has an increased duration when applied to nonplayer characters.
- Eye for an Eye: When disabled by a foe with stun, daze, knockback, pull, knockdown, taunt, float, fear, launch, or sink, taunt that foe for a short duration and gain protection.
- Retaliatory Evasion: Gain retaliation after you dodge.
- Dwarven Battle Training: Chance on hit to apply weakness to your foe. Incoming weakness applied to you has decreased effectiveness.
- Empowering Vengeance: Gain might when struck while under the effects of retaliation.
- Versed in Stone: Chance when struck to use Rite of the Great Dwarf.
Rite of the Great Dwarf also reduces incoming condition damage.
- Rite of the Great Dwarf: Channel the power of the Rite of the Great Dwarf to turn yourself and nearby allies to stone to reduce incoming damage.
- Steadfast Rejuvenation: Chance when struck to heal yourself.
Minor:
- Disarming Riposte: Striking a foe while they are using a skill blinds them.
- Hardened Foundation: Gain toughness based on a percentage of your healing power.
- Serene Rejuvenation: Increase healing to allies.
- Nourishing Roots: Grant regeneration to allies near Ventari’s tablet.
- Blinding Truths: Blind nearby foes when you use a healing skill.
- Tranquil Balance: While above the health threshold, healing to allies is increased.
- Tranquil Benediction: The healing orbs that you create while wielding a staff will now grant swiftness and regeneration when picked up by allies.
- Eluding Nullification: Dodge rolling removes a condition from nearby allies.
- Invoking Harmony: Healing done to allies is increased for a short duration after invoking a legend.
- Selfless Amplification: Increase outgoing healing, based on a percentage of healing power.
- Natural Abundance: Create energy fragments around Ventari’s tablet when using a Legendary Centaur Stance skill.
- Momentary Pacification: Daze nearby foes when using an elite skill.
Minor:
- Invoker’s Rage: Gain fury when you invoke a legend.
- Ferocious Aggression: Deal increased damage to targets while you have fury.
- Empty Vessel: Invoking a legend will now break stuns.
- Cruel Repercussion: When one of your attacks is negated, your next attack will deal bonus damage.
- Cleansing Channel: Invoking a legend removes a condition.
- Fierce Infusion: Using a healing skill grants you fury.
- Equilibrium: Invoking a legend triggers a burst from the Mists that heals allies if your energy is below the threshold or damages foes if your energy is above the threshold.
- Invigorating Flow: Heal yourself when you use a skill that has an energy cost.
- Incensed Response: Gain fury when you break out of a stun.
- Roiling Mists: Critical-hit chance has increased effectiveness when you are under the effect of fury.
- Charged Mists: Gain might when you use a skill that drops your energy below the threshold.
- Shrouding Mists: While your energy is above the threshold, your outgoing healing is increased. While your energy is below the threshold, incoming damage to you is reduced.
Elite specializations are a new way to advance your profession if you own Heart of Thorns. They allow you to specialize your profession to gain access to a new weapon, new skills, and new traits that you didn’t have before, opening up new playstyles and build options. Each elite specialization also provides a unique profession bonus, such as a new profession mechanic skill, a new way to use your current profession mechanic, and generally new ways to interact with the world.
- Elite specializations can only be slotted into the bottom specialization slot for professions. Only one elite specialization can be selected at a time.
- Elite specializations cost hero points to unlock, similar to other specializations. These hero points are spent in the profession reward tracks to incrementally gain access to the pieces of the elite specialization.
- Fully unlocking an elite specialization costs 400 hero points.
- Hero challenges in the jungle region reward 10 hero points for each challenge instead of 1.
- When selecting an elite specialization, your profession icon will change to represent the choice to other players in the world.
- Heart of Thorns introduces one new elite specialization for every profession.
With Heart of Thorns, warriors can now become berserkers capable of channeling their adrenaline to enter a berserk mode. While enraged, they gain access to new primal burst skills, replacing standard burst skills with new enhanced abilities. Further complementing the berserker’s new mode are rage skills, which offer new ways to gain adrenaline, ensuring that flying into a frenzy is never far away.
Torch (Off-Hand) Skills:
- Blaze Breaker: Smash your torch into the ground, creating a deadly shock wave that conditions foes.
- Flames of War: Cleanse conditions and become a mobile fire field that burns nearby foes. When the field expires, it explodes, damaging foes and burning them again.
- Blood Reckoning: Heal yourself and gain increased critical-hit chance. Critical hits heal for a percent of their damage and grant bonus adrenaline.
- Wild Blow: Lash out with a critical attack that launches your target. Your target flies backward with such force that they knock back other foes in the way. Gain bonus adrenaline if this move hits.
- Shattering Blow: Summon a rock in front of you, and then shatter it to gain adrenaline and send rock fragments at all foes in front of you, inflicting bleeding. The shock wave produced by this attack reflects projectiles.
- Sundering Leap: Leap to a location and gain adrenaline. When you land, deal damage and inflict conditions on all foes in the area.
- Outrage: Break out of stun and gain adrenaline for each foe near you.
- Head Butt: Stun your target. Stun yourself. Gain adrenaline if you hit.
- Decapitate (Axe): Leap at your foe with a powerful attack. Foes behind your target also take damage.
- Arc Divider (Greatsword): Deliver a circular attack to foes around you, creating a violent shock wave that damages foes. Deal more damage to foes with low health.
- Rupturing Smash (Hammer): Jump to the targeted location and slam your hammer down, creating a deadly chain of earthen shock waves that immobilize foes.
- Burning Shackles (Harpoon Gun): Fire a fast, forceful shot that immobilizes and burns foes.
- Scorched Earth (Longbow): Fire a burning shot into the ground that creates a trail of flaming destruction.
- Skull Grinder (Mace): Unleash a powerful skull strike that dazes your target and inflicts multiple conditions.
- Gun Flame (Rifle): Fire a fast, flaming shot that explodes on the first foe it hits, interrupting foes in the area.
- Wild Whirl (Spear): Strike all foes around you, burning and pulling them in.
- Flaming Flurry (Sword): Lash out with a flurry of strikes that destroys projectiles and shoots fireballs at foes in front of you.
Minor:
- Primal Rage: Gain access to berserk mode and primal bursts.
- Always Angry: Your first strike when entering combat generates extra adrenaline. Always Angry refreshes whenever berserk mode ends.
- Fatal Frenzy: Gain boons when activating berserk mode.
- Smash Brawler: Reduces recharge on primal burst skills and berserk mode.
- Last Blaze: When you use a rage skill, set nearby foes on fire.
- Savage Instinct: Activating berserk mode breaks stuns and removes conditions.
- Blood Reaction: A percentage of precision is given as a bonus to ferocity. This bonus is doubled in berserk mode.
- Heat the Soul: Reduces recharge on torch skills. Gain condition damage while wielding a torch.
- Dead or Alive: Taking fatal damage while in berserk mode ends berserk but heals you.
- Bloody Roar: Taunt and bleed enemies when you activate berserk mode. Gain fury for each foe you taunt.
- King of Fires: Increases the duration of burning you apply. Critical hits against burning foes spread burning to nearby foes.
- Eternal Champion: Gain stability while in berserk mode. Gain stability when you break out of stun.
Those who choose the path of the chronomancer gain new abilities that allow them to rend both space and time. Being able to use both a shield and new wells, their skill set focuses on past versus future and fast versus slow as key themes. Chronomancers also gain access to Continuum Split/Shift, as well as the new alacrity effect that speeds up skill recharges rather than slowing them down.
Shield (Off-Hand) Skills:
- Echo of Memory: Block incoming attacks for a short duration. If
this skill fully channels, summon a phantasm that slows enemies and
grants alacrity to allies. If an attack is blocked, Deja Vu is usable
for a short time.
- Deja Vu: Block incoming attacks for a short duration. If the skill fully channels, summon a phantasm that slows enemies and grants alacrity to allies.
- Tides of Time: Launch a wave of temporal energy that damages, stops enemies it passes through, and applies effects to allies. The wave then returns to you. Touching the returning wave reduces the recharge of this skill.
- Well of Eternity: Create a well that rewinds time, removing conditions from allies. When it expires, the well heals all allies in the area.
- Well of Precognition: Creates a well that gives allies the ability to see the future and evade all incoming attacks. When the well ends, allies within the well regain endurance.
- Well of Calamity: Create a well that rends time, damaging, weakening, and crippling foes in the area. When the final pulse of Well of Calamity triggers, it deals massive damage to foes in the area.
- Well of Recall: Creates a well that steals memories from foes, damaging and chilling them. When it expires, it restores memories to allies, speeding their skill recharge.
- Well of Action: Create a well of delayed time, damaging and slowing foes. When the well expires, time snaps back, granting quickness to allies.
- Gravity Well: Create a powerful well that warps space in an area, knocking down, floating, and pulling foes caught in its event horizon. When it expires, foes still inside the well take heavy damage.
- Continuum Split: Destroy all illusions and create a rift in the space-time continuum. When it expires, you will revert back to this point with your previous health, endurance, and skill recharges. Duration increases per illusion shattered.
- Continuum Shift: Revert back to the previous timeline. Your health, endurance, and cooldowns are reverted to their previous states. You are transported back prematurely if the rift is destroyed.
Minor:
- Time Splitter: Gain access to Continuum Split/Shift, which allows you to revert to an earlier point in time.
- Flow of Time: Gain alacrity for each illusion you shatter.
- Time Marches On: Move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%.
- Delayed Reactions: Interrupting a foe slows them.
- Time Catches Up: Activating a shatter gives your illusions superspeed.
- All’s Well That Ends Well: Wells grant alacrity to allies when they end.
- Danger Time: Gain additional critical-hit chance against slowed enemies.
- Illusionary Reversion: Shattering at least two illusions generates a clone.
- Improved Alacrity: Alacrity applied to you lasts longer.
- Lost Time: Gain a charge each time you score a critical hit. After enough charges, your next hit will slow your target.
- Seize the Moment: Gain quickness for each illusion you shatter.
- Chronophantasma: Your phantasms are resummoned after the first time they are shattered.
Training in the path of the daredevil does not come easily, but those who dare are rewarded with the reserves that will help them endure as they enter the jungle. Specializing as a daredevil will allow you to wield a staff as a melee weapon and utilize hand-to-hand combat styles with the physical skill category. Additionally, you’ll gain access to a third endurance bar and be able to greatly modify the effects of your dodge ability.
Staff Skills:
- Hook Strike (Stealth Attack): Attack your foes with stealth, knocking enemies down.
- Staff Strike: Strike your enemies with your staff.
- Staff Bash: Swing your staff a second time, striking multiple enemies.
- Punishing Strikes: Whirl your staff around, striking nearby enemies and reflecting missiles.
- Weakening Charge: Deliver multiple strikes, weakening foes.
- Debilitating Arc: Strike enemies in front of you and roll backward, breaking immobilizing effects.
- Dust Strike: Sweep the ground, blinding enemies in front of you.
- Vault: Leap toward your destination, damaging foes upon impact.
- Channeled Vigor: Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
- Fist Flurry: Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
- Palm Strike: Strike your foe once to deal massive damage and stun them, marking your target with a Pulmonary Impact.
- Bandit’s Defense: Briefly block incoming attacks. If you block an attack in melee range, retaliate and knock enemies down.
- Impairing Daggers: Fling multiple daggers at a single enemy, inflicting conditions.
- Distracting Daggers: Equip daggers that can be thrown to interrupt enemies and increase the cooldown of abilities interrupted.
- Distracting Dagger (Throw): Fire a dazing dagger at your enemy. If this ability interrupts a skill, that skill’s recharge is increased.
- Impact Strike (Combo): Strike your enemy and stun them.
- Uppercut: Deal a heavy blow with your fist, sending enemies flying.
- Finishing Blow: Deal a downward strike on your foe. Downed enemies struck with this ability are finished.
- Impaling Lotus: Evade attacks and hurl damaging daggers, dealing multiple conditions to enemies.
- Dash: Remove conditions and gain swiftness, and then rush forward and evade attacks.
- Bound: Leap into an area, and deliver a massive blow to enemies.
Minor:
- Physical Supremacy: Gain access to the physical skill category. Your maximum endurance threshold is increased.
- Driven Fortitude: Gain health when you successfully evade an attack.
- Endurance Thief: Gain endurance when you successfully steal from an enemy.
- Havoc Mastery: Deal increased damage to enemies within the range threshold.
- Weakening Strikes: Inflict weakness on enemies you critically hit.
- Brawler’s Tenacity: Gain endurance when you first activate a physical skill. Physical skills have reduced cooldown.
- Staff Master: While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
- Escapist’s Absolution: Remove a condition whenever you evade an attack.
- Impacting Disruption: Enemies that you interrupt suffer a Pulmonary Impact.
- Lotus Training: Your dodge ability now uses Impaling Lotus, firing
daggers at nearby enemies. Gain increased condition damage for a period
of time after dodging.
- Impaling Lotus: Evade attacks and hurl damaging daggers, dealing multiple conditions to enemies.
- Unhindered Combatant: Your dodge ability is replaced by a
long-range dash that removes inhibiting conditions and grants swiftness
when you dodge. Damage against you is reduced for a time after you
dodge.
- Dash: Remove conditions and gain swiftness, and then rush forward and evade attacks.
- Bounding Dodger: Your dodge ability is replaced by Bound, dealing
damage to the area after you evade. Physical damage is increased for a
period of time after you dodge.
- Bound: Leap into an area, and deliver a massive blow to enemies.
As dragons continue stirring in the land of Tyria, guardians have been honing their light into a physical nature sharp and deadly enough to pierce scales. The dragonhunter specialization will look to viciously purge the lands of dragons and their ilk, with longbow and traps now at hand. As their prowess with light has increased, they are able to physically manifest their virtues into the world.
Longbow Skills:
- Puncture Shot: Fire an arrow that can bounce to enemies behind your target. If an arrow hits a second target, all enemies struck are crippled.
- True Shot: Charge up energy, creating a powerful attack that pierces through enemies.
- Deflecting Shot: Fire a missile that blinds enemies and destroys projectiles. Destroying a projectile increases damage dealt.
- Symbol of Energy: Symbol. Fire a slow, arcing arrow that explodes on impact to burn targets and sear a symbol of energy into the ground.
- Hunter’s Ward: Form your arrows into a barrier, and deal damage at the location.
- Purification: Heal yourself and imbue your light into a trap. Enemies that trigger this trap are damaged and blinded as the light returns to you for a second heal.
- Test of Faith: Lay a trap that creates a ring of weapons that punishes enemies that attempt to cross their threshold.
- Fragments of Faith: Lay a trap that deals damage and unleashes multiple fragments into the area when triggered. Each fragment grants aegis to allies who do not already have aegis.
- Procession of Blades: Set a trap that whirls around and damages enemies when activated.
- Light’s Judgment: Lay down a trap that creates an area of pure light that reveals enemies and pierces their armor.
- Dragon’s Maw: Lay a trap that pulls enemies and creates a barrier that holds them in.
- Spear of Justice:
- Passive: Burn foes every few attacks.
- Active: Hurl a spear of light that passes through foes. Enemies struck become tethered and receive burning periodically.
- Hunter’s Verdict: Pull all enemies tethered by the Spear of Justice to you, breaking the link. This ability’s recharge is separate from that of Spear of Justice.
- Wings of Resolve:
- Passive: Regenerates health.
- Active: Leap to a target area, healing allies in the area.
- Shield of Courage:
- Passive: Grants aegis periodically.
- Active: Create a shield in front of you that blocks projectiles for you and your allies. Grant aegis to nearby allies.
Minor:
- Virtuous Action: The guardian’s resolve has further increased, allowing virtues to be manifested as physical aspects.
- Defender’s Dogma: Blocking an attack causes justice to reach its maximum charge.
- Pure of Sight: Deal bonus damage to enemies beyond the range threshold.
- Piercing Light: Traps daze enemies when activating and have reduced recharge times.
- Dulled Senses: Enemies you knock back are crippled. Enemies you cripple are also inflicted with vulnerability.
- Soaring Devastation: Wings of Resolve delivers an attack upon landing.
- Hunter’s Determination: Gain aegis and drop a Fragments of Faith trap at your location when you are inflicted with stun, daze, knockback, pull, knockdown, taunt, float, fear, launch, or sink.
- Zealot’s Aggression: Deal extra damage to crippled enemies. Justice’s passive effect cripples enemies.
- Bulwark: Shield of Courage is larger and lasts longer.
- Hunter’s Fortification: Remove conditions when blocking attacks. Receive less damage when you have no conditions on you.
- Heavy Light: Longbow arrows knock back when enemies are within the range threshold. Gain stability when you knock an enemy back.
- Big Game Hunter: Striking an enemy tethered by your Spear of Justice causes vulnerability and increases damage dealt.
Rangers entering the ancient Maguuma Jungle may attune to the long-dormant forces of Tyria to become druids capable of channeling the might of the heavens, mending allies and daunting enemies. By gaining access to the staff weapon and glyphs, these masters of support bolster their allies with mystical insight into the natural world. Their new profession mechanic allows them to accumulate astral force to become a celestial avatar, a paragon of reactive recovery and strong sustainability in a dangerous world.
Staff Skills:
- Solar Beam: Fire a concentrated beam of light, damaging the targeted foe and healing allies inside of the beam.
- Astral Wisp: Send a wisp to attach to your foe. While attached, it will circle the foe, healing allies it passes through.
- Ancestral Grace: Become a wisp of natural energy, traversing to the target location. When you reach the target, heal nearby allies.
- Vine Surge: Send forth vines that immobilize enemies and cleanse conditions from allies.
- Sublime Conversion: Summon an energy barrier that causes enemy projectiles to heal upon impact.
- Glyph of Rejuvenation: Heal yourself and nearby allies.
- Glyph of Alignment: Damage and impair foes, or heal and remove conditions from allies.
- Glyph of Equality: Daze foes or break stun for allies.
- Glyph of Empowerment: Empower the outgoing damage or healing of your allies.
- Glyph of the Tides: Draw your enemies in or knock them away.
- Glyph of Unity: Use nature energy to connect to foes or allies.
- Cosmic Ray: Call down energy onto the targeted area to heal allies.
- Seed of Life: Summon a seed that heals and cleanses nearby allies of conditions when it blossoms.
- Lunar Impact: Call down a massive lunar beam to heal allies and daze foes.
- Rejuvenating Tides: Gather tidal force to rapidly heal nearby allies.
- Natural Convergence: Channel your celestial powers, pulsing cripple and slow. Once the channel ends, any foes still within its radius will be trapped by a black hole, immobilizing them.
Minor:
- Celestial Being: Gain access to glyphs. You can become a celestial avatar once you gain enough astral force. Generate astral force by healing allies and damaging foes.
- Live Vicariously: When you heal an ally, you are also healed.
- Natural Mender: Increase outgoing healing whenever you heal another ally.
- Druidic Clarity: Becoming a celestial avatar removes conditions from you.
- Cultivated Synergy: Using a heal skill heals allies around you and your pet.
- Primal Echoes: Reduces recharge of staff skills. Daze nearby foes when you swap to staff.
- Celestial Shadow: Grant superspeed and stealth to nearby allies when leaving celestial avatar form.
- Verdant Etching: Reduces recharge of glyphs. Activating a glyph skill plants a seed.
- Natural Stride: Reduces duration of movement-impairing conditions. Your movement speed is increased as long as you have none of these conditions.
- Grace of the Land: Allies you heal with celestial avatar abilities gain increased damage.
- Lingering Light: Healing an ally causes their next attack to heal them and blind their target.
- Ancient Seeds: Striking a stunned, dazed, knocked down, or launched foe summons roots to entangle them.
The herald brings access to the legendary dragon Glint into the revenant profession. Equipping the herald elite specialization will allow the revenant to equip the shield weapon and Legendary Dragon Stance skills. Legendary Dragon Stance skills utilize the energy upkeep mechanic for revenant, such that all of them have an upkeep part of the skill that provides benefits to allies in an area. All Legendary Dragon Stance skills also have an active part that utilizes facets of the dragon to perform devastating attacks.
Shield (Off-Hand) Skills:
- Envoy of Exuberance: Send the energy of Glint toward the target area, granting protection to allies before releasing a burst of energy that heals allies and granting protection again when it returns to you.
- Crystal Hibernation: Channel a shield from the Mists to protect you, blocking attacks and regenerating health.
- Facet of Light: Place the facet of light on yourself to grant nearby allies regeneration every few seconds.
- Infuse Light: Consume Facet of Light to heal yourself and invert all incoming strikes into healing for a short duration.
- Facet of Darkness: Place the facet of darkness on yourself to grant nearby allies fury every few seconds.
- Gaze of Darkness: Consume Facet of Darkness to reveal the area around you, pulling foes out of stealth and blinding them.
- Facet of Elements: Place the facet of elements on yourself to grant nearby allies swiftness every few seconds.
- Elemental Blast: Consume Facet of Elementals to cover the target area in magical dragon breath.
- Facet of Strength: Place the facet of strength on yourself to grant nearby allies might every few seconds.
- Burst of Strength: Consume Facet of Strength, damaging nearby foes and causing vulnerability. Facet of strength will be disabled while this skill is recharging.
- Facet of Chaos: Place the facet of chaos on yourself to grant nearby allies protection every few seconds.
- Chaotic Release: Consume Facet of Chaos, releasing chaotic winds damaging and knocking back foes while granting superspeed to allies. Facet of Chaos will be disabled while this skill is recharging.
- Facet of Nature: Place the facet of nature on yourself to grant
nearby allies naturalistic resonance every few seconds to increase
outgoing boon duration.
- One with Nature: Consume Facet of Nature to unify with the other facets, gaining the boons they apply. Facet of Nature will be disabled while this skill is recharging.
Minor:
- Crystal Harbinger: You can now use Legendary Dragon Stance skills and gain access to Facet of Nature.
- Vigorous Persistence: Gain increased endurance regeneration while you have an active upkeep skill.
- Envoy of Sustenance: Increased boon duration.
- Swift Gale: Gain superspeed when you successfully break a stun.
- Radiant Revival: Place infused light on an ally while you revive them.
- Hardening Persistence: Gain toughness for each point of upkeep you are currently using.
- Bolster Fortifications: Grant protection to nearby allies when using a healing skill.
- Shared Empowerment: When you apply a boon to an ally, also apply might to nearby allies.
- Harmonize Continuity: When you successfully stun break, you also stun break nearby allies.
- Elder’s Force: Increased damage per boon on you.
- Soothing Bastion: Activate Crystal Hibernation when struck while below the health threshold. Using a shield skill increases boon duration.
- Crystal Hibernation: Channel a shield from the Mists to protect you, blocking attacks and regenerating health.
- Enhanced Bulwark: When stability is applied to you, gain an extra stack.
An inexorable force on the battlefield, the reaper empowers itself enough to wield a cleaving greatsword to harvest its foes. Slow and hard-hitting, these deadly combatants call out the impending doom of their enemies with piercing shouts. Upon accumulating sufficient life force, they can enter the reaper’s shroud, a deadly form that grants them a dark scythe of malevolent energy and the abilities to match it. Capable of heavily afflicting their victims with chill and other conditions, the reaper wades into melee receiving and dealing blows knowing nothing can save its foes!
Greatsword Skills:
- Dusk Strike: Cleave foes in front of you.
- Fading Twilight: Cleave foes in front of you again.
- Chilling Scythe: Strike foes, and chill them.
- Gravedigger: Perform a huge swing that deals heavy damage. Recharges faster if it hits a downed or low-health foe.
- Death Spiral: Conjure a drill of dark energy on your blade, and rend the armor of foes in front of you.
- Nightfall: Call down a growing column of shadows that damages and conditions foes with every pulse.
- Grasping Darkness: Conjure claws of darkness from the shadows to attack foes, applying a condition to them and pulling them to you. Gain life force for each struck foe.
- “Your Soul Is Mine!”: Heal yourself, gain life force, and strike foes around you, absorbing additional life force from each foe struck.
- “You Are All Weaklings!”: Damage foes around you, and gain boons. Inflict conditions on struck foes, and gain boons per foe struck.
- “Suffer!”: Damage foes around you, and chill them. Transfer conditions to each foe you strike.
- “Nothing Can Save You!”: Damage foes around you, converting their boons into vulnerability. Your attacks become unblockable for a short time. The duration increases based on the number of foes struck.
- “Rise!”: Damage foes around you. Summon a shambling horror plus additional horrors near each enemy struck. Shambling horrors absorb damage for their master as long as they are attacking, but they lose health over time.
- “Chilled to the Bone!”: Freeze all enemies around you, inflicting conditions on them. Gain boons for each foe you freeze.
- Life Rend: Cleave foes in front of you. This skill inherits traits from life blast.
- Life Slash: Cleave foes in front of you again. This skill inherits traits from life blast.
- Life Reap: Cleave foes around you, gaining life force for each foe struck. This skill inherits traits from life blast.
- Death’s Charge: Slide forward, destroying projectiles in your path. Blind foes at your destination. This skill inherits traits from dark path.
- Infusing Terror: Shroud yourself with dark armor that grants stability every second. You may shatter this armor to inflict fear on foes around you.
- Soul Spiral: Spin and damage nearby foes, applying a condition each strike. This skill inherits traits from life transfer.
- Executioner’s Scythe: Deliver a powerful overhand strike to stun a single target. Deals more damage the lower health the target is. Leaves behind a field of ice.
Minor:
- Shroud Knight: Death shroud is replaced with reaper’s shroud, which has more melee-oriented skills.
- Shivers of Dread: Whenever you inflict fear, you also chill.
- Cold Shoulder: Chill lasts longer, and chilled foes deal less damage to you.
- Augury of Death: Reduces recharge of shouts. Your shouts siphon health and gain additional recharge reduction for each foe they hit.
- Chilling Nova: Critical hits against chilled foes cause an explosion that chills adjacent foes.
- Relentless Pursuit: Reduces duration of movement-impairing conditions. Additional reduction while in reaper’s shroud.
- Soul Eater: Reduces recharge on greatsword skills. Gravedigger steals health if it hits.
- Chilling Victory: Striking a chilled foe grants might and life force. Single attacks can activate this trait more than once before recharging.
- Decimate Defenses: Striking a foe with vulnerability increases your critical-hit chance.
- Blighter’s Boon: Gain life force when you gain a boon. If you are in reaper’s shroud, gain health instead.
- Deathly Chill: Chill deals damage, with additional damage to foes below the health threshold.
- Reaper’s Onslaught: Attack faster while in reaper’s shroud. Killing a foe while in shroud reduces recharge of all shroud skills.
With Mordremoth’s awakening, engineers that discover the wreckage of the Pact fleet can choose to learn the ways of the resourceful scrappers. These masters of improvisation gain access to the mighty hammer while crafting utilitarian gyros to accomplish all manner of arduous tasks. A pinnacle of their craft is the function gyro, capable of restoring health to waning allies and dealing the coup de grâce to lingering foes. They bring a bruising style of lockdown and negation melee to the engineer.
Hammer Skills:
- Positive Strike: Smack your hammer into your foe while empowering yourself.
- Negative Bash: Slam your hammer into your foe to leave them vulnerable.
- Equalizing Blow: Bring down your hammer on your foe.
- Electro-whirl: Spin around, reflecting missiles and hitting enemies.
- Rocket Charge: Dash forward with a rocket-charged hammer to damage enemies.
- Shock Shield: Magnetize your hammer, blocking attacks while striking foes in front of you.
- Thunderclap: Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.
- Medic Gyro: Deploy a medic gyro to heal nearby allies.
- Bulwark Gyro: Deploy a bulwark gyro to apply Watchful Eye to nearby allies.
- Purge Gyro: Deploy a purge gyro to remove conditions from you and your nearby allies.
- Shredder Gyro: Deploy a shredder gyro to whirl at a target location, striking foes and using combo fields.
- Blast Gyro Tag: Hurl a tracking dart for your blast gyro to seek out and detonate at.
- Sneak Gyro: Deploy a sneak gyro to provide stealth to nearby allies.
- Capable of finishing foes and reviving allies for you, this handy little invention allows the scrapper to fully engage its enemies.
Minor:
- Function Gyro: You gain access to the function gyro, which can finish a foe or revive an ally for you at range.
- Decisive Renown: When you successfully revive an ally or finish an enemy, you grant boons to nearby allies.
- Impact Savant: The duration of your outgoing stuns is increased, and the duration of stuns applied to you is decreased.
- Shocking Speed: Using a leap finisher or blast finisher in a lightning field applies superspeed around you.
- Stabilization Core: When a function gyro is activated, you and the function gyro gain stability.
- Recovery Matrix: Using your heal skill temporarily reduces damage you receive.
- Rapid Regeneration: Rapidly regenerate health while affected by swiftness or superspeed.
- Expert Examination: Stunning or dazing a foe applies vulnerability and weakness to them.
- Mass Momentum: Gain power based on your toughness. Gain might while you have stability.
- Adaptive Armor: Gain stacking toughness when struck. Reduce incoming condition damage.
- Final Salvo: Gyros grant superspeed and create a lightning field when destroyed.
- Perfectly Weighted: Hammer skills deal increased damage. Evading an attack grants stability.
Wielding an off-hand warhorn and utilizing shouts, tempests blast out elemental power to support allies at close range and deal constant damage to enemies. Tempests will be able to overload their attunements at the penalty of recharge in order to deliver high-pressure sustained damage, control, and healing to nearby areas.
Warhorn (Off-Hand) Skills:
Fire:
- Heat Sync: Give stacks of might to yourself, then spread boons you have to allies.
- Wildfire: Release a fiery torrent that burns enemies that stand in its field.
- Tidal Surge: Send out a tidal wave that regenerates and heals allies, then knocking enemies back.
- Water Globe: Blast out a watery orb that heals allies as it travels.
- Cyclone: Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.
- Lightning Orb: Launch an orb of lightning that fires projectiles at nearby foes.
- Sand Squall: Apply protection to you and your allies, and then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.
- Dust Storm: Summon a dust storm that inflicts bleeding and blindness.
- “Wash the Pain Away!”: Mists billow out of the player, healing allies that are in range.
- “Feel the Burn!”: Heat waves blast out from the player, causing damage and granting fire aura to allies.
- “Flash-Freeze!”: Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
- “Eye of the Storm!”: Imbue your voice with the element of air, massively increasing speed and breaking stun for nearby allies.
- “Aftershock!”: Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain a magnetic aura.
- “Rebound!”: Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
- Overload Fire: Unleash all flames you’ve accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have a longer recharge.
- Overload Water: Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
- Overload Air: Use your air magic to summon a nimbus that repeatedly strikes nearby enemies. When this ability is complete, imbue your allies with electricity and create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge.
- Overload Earth: Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, and then deliver a final immobilizing blast of power to the area, leaving behind a dust cyclone that delivers the same effects as the overload. Using this skill causes the attunement to have a longer recharge.
Minor:
- Singularity: Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity.
- Speedy Conduit: Gain swiftness when overloading an attunement.
- Hardy Conduit: Gain protection while overloading an attunement.
- Gale Song: Trigger “Eye of the Storm!” when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
- Latent Stamina: Apply vigor in a radius when attuning to water. Granting vigor to allies also restores a portion of endurance.
- Unstable Conduit: Overloading an attunement grants an aura based on the element you’re attuned to when the ability is completed.
- Tempestuous Aria: Allies affected by your shouts gain might. Enemies are affected by weakness.
- Invigorating Torrents: Auras you apply also grant regeneration and vigor.
- Harmonious Conduit: Gain stability when beginning an overload. Upon successfully completing an overload, gain increased damage for a period of time.
- Imbued Melodies: While wielding a warhorn, your boon duration is increased. Use Sand Squall when struck while below the health threshold.
- Lucid Singularity: Remove and gain massive resistance to movement-impeding conditions while overloading your attunements.
- Elemental Bastion: Auras you apply will heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.
- Forty new hero challenges have been added as part of Heart of Thorns.
- Each challenge rewards 10 hero points but is also much more difficult than Central Tyrian challenges.
- The 15 new event-based hero challenges will also provide a daily reward for replaying them.
- Additionally, all event-based hero challenges can be retriggered, even if they have already been completed.
The Mastery System is now available for all players who own Heart of Thorns and have at least one level 80 character. You can learn more about the Mastery System here:
https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/
- The Mastery tab has been added to the Hero panel. The Mastery panel can also be accessed by clicking on the experience bar at the bottom of your screen on a character that is level 80.
- To unlock the Mastery System, complete the first story step of Heart of Thorns, “Torn from the Sky.”
- Once the Mastery System is unlocked on your account, any level 80 character can make progress on Masteries by earning experience and Mastery points.
- Two Mastery regions have been added: Central Tyria and Heart of
Maguuma. Each region has several Mastery tracks under it that can be
trained by earning experience and Mastery points in that region.
- Central Tyria is made up of Ascalon, Kryta, the Shiverpeak Mountains, Orr, the Maguuma Jungle, the Magumma Wastes, and Southsun Cove.
- Heart of Maguuma is made up of the new area released with Heart of Thorns, Magus Falls.
- To unlock a Mastery ability, you must first train the Mastery by filling the experience bar. You can then spend Mastery points to unlock the ability for your account.
- Experience earned in a region will be applied to training Masteries from that region. If experience is rewarded through a reward chest, that experience will be applied to the region it was earned in, not the region the chest was opened in.
- Nameplates have been changed to display Mastery rank for characters that are level 80. Mastery rank represents all the Mastery points you have used to unlock Mastery abilities on your account.
- Some old achievements have had Central Tyria Mastery points added to their rewards. For players who’ve already completed these achievements, the points will be awarded retroactively upon logging in.
- New achievements have been added to existing content in Central Tyria, awarding Mastery points.
- Precursors for all legendary weapons can now be crafted through a
process involving earning Central Tyrian Masteries, completing item
collections, and using new crafting recipes. More details about this
system can be found here: https://www.guildwars2.com/en/news/a-legendary-journey/
- There are now three unique skins associated with each precursor weapon. These skins are unlocked at each precursor step of the legendary crafting journey.
- All existing precursor weapons have had their skins updated to be the one awarded for the final precursor tier created through legendary crafting. Players that already have a precursor weapon skin unlocked will now have all three tiers of that precursor’s skins unlocked in their wardrobe.
- Precursor weapons that were released with the launch of Guild Wars 2 in 2012 can still be obtained through random loot drops, the Mystic Forge, or by purchasing them from other players on the trading post. Acquiring a precursor weapon in any of these ways will unlock all three tiers of that precursor’s skins in your wardrobe.
- Dark Energy and Stabilizing Matrices are new materials needed for crafting legendary gear. These materials are obtained by salvaging ascended gear.
- Ascended gear can only be salvaged using an ascended salvage tool. Ascended salvage tools can only be used to salvage ascended gear.
- Ascended salvage tools can be purchased from the Mistlock Observatory for gold and fractal relics or from laurel vendors for gold and laurels.
- A new reward system has been added to most maps, which will award
various crafting materials as a bonus for playing in that map. These
bonuses are given for participating in events and other content such as
open-world minidungeons or jumping puzzles.
- When you earn a map bonus reward, it will be delivered directly to your inventory upon event completion.
- The map-specific rewards in Dry Top and the Silverwastes that were awarded after completing events have been updated to use the new map bonus reward system. You will no longer receive a reward chest that must be clicked to open for completing events in this map; the rewards will be delivered directly to your inventory upon event completion.
- The rewards available each week for a map are displayed in the map’s tooltip on the world map, and the current bonus items you can receive are displayed on the world map screen along with the map completion.
- More information about this feature can be found at https://www.guildwars2.com/en/news/a-legendary-journey/.
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