Обновления игры/2018-11-13 — различия между версиями

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Версия 11:11, 18 ноября 2018

Обновление #2 - 13 ноября 2018

Исправление ошибок

  • Исправлен сбой в работе сервера.

Заметки Guild Wars 2 Wiki

  • Сборка: 93,562.

Поздние заметки - 13 ноября 2018

Исправление ошибок

  • Исправлен баг, из-за которого мета-события "Palawadan, Jewel of Istan" и "Sunspear Uprising" стопорились на картах, запущенных во время сумерек.

Обновление - 13 ноября 2018

Общее

Руны и сигилы теперь можно разбирать! При разборе, они дают новые материалы, которые можно использовать для создания новых рун и сигилов, а также новых предметов. Большая часть рун и сигилов также была изменена, чтобы дать больше вариативности и универсальности и подтолкнуть к более активному геймплею. Выбирайте улучшения для снаряжения, которые больше подходят к вашему стилю игры! Добавлена масса рецептов для рун и сигилов, которые можно получить у тренеров крафта или найти в мире Тирии. В дополнение, каждый рецепт был изменен. Счастливой охоты за рецептами! Посмотреть на изменения для сигилов и рун вы можете ниже в отдельных разделах.

Полировка мира

Предметы

Умения профессий

Инженер

  • Toss Elixir U.png
     Toss Elixir U: Исправлен баг, из-за которого это умение могло целиться в противника, а не выпускаться в направлении взгляда игрока.

Месмер

  • Evasive Mirror.png
     Evasive Mirror: Уточнено описание этой черты.

Ревенант

  • Rising Momentum.png
     Rising Momentum: Исправлен баг, из-за которого скорость передвижения уменьшалась сильнее, чем предполагалось, при деактивации Facet of Nature.

Воин

  • "To the Limit!".png
     "To the Limit!": Это умение больше не будет заставлять воинов выкрикивать "I will avenge you!".

Структурированное PvP

Мир против Мира

  • Marked: Этот эффект был обновлен и теперь раскрывает противников на 5 секунд, если они остаются в невидимости 2 секунды и больше. Этот эффект называется Detected!
  • Добавлен новый трюк — Target Painter: Бросайте этот трюк, чтобы отметить до 50-и врагов в выбранном радиусе 360 на 30 секунд. Этого эффекта нельзя избежать, и он требует 10 припасов для установки.
  • Stealth Disruptor Trap: Эта ловушка была переименована в Target Painter Trap и теперь она отмечает до 50-и врагов в радиусе 1,200 на 30 секунд. Этого эффекта нельзя избежать, а его стоимость по-прежнему составляет 10 припасов.
  • Участие больше не будет понижаться вне WvW. В результате, основанные на уровне участия награды (очки и цепочки наград) будут откладываться до следующего полноценного такта при входе на WvW с других карт.

Магазин драгоценных камней торговой компании Черный Лев

Новые предметы и акции

Обновления Сундука Черного Льва

Исправление ошибок

Заметки Guild Wars 2 Wiki

  • Наборы для разбирания теперь при щелчке правой кнопкой мыши имеют опцию "Salvage Stack".
  • Максимальное количество наградных сундуков, парящих над пользовательским интерфейсом за раз, было уменьшено обратно с 4 до 3.
  • Stealth Disruptor Trap на самом деле стоит 5 припасов для установки.
  • Описание обновления рун и сигилов было размещено в отдельных сообщениях на форуме и представлено ниже.
  • Сборка: 93,543.

Обновления рун

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

Обновления сигилов

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

Внешние ссылки