Skill UpdatesJune 18, 2009
Developer Notes
General Playbalance Changes

Palm Strike's recharge was perfectly positioned to combo with Trampling Ox for consistent knockdowns with a frequency that made it difficult to counter and not fun to play against. We increased Palm Strike's recharge to break up the timing of this combo's knockdown effect.

  • Palm Strike: increased recharge time to 7 seconds.
  • Visions of Regret has been extremely powerful, particularly when stacked with other hexes in a team-based hex-overload build, or just coupled with a similar skill (such as Empathy or Backfire), so we've limited how much damage it does in these circumstances.

  • Visions of Regret: functionality changed to: "For 10 seconds, target foe and adjacent foes take 15...39...45 damage whenever they use a skill and 5...41...50 damage if not under the effects of another Mesmer hex".
  • Weaken Knees was too good without any points in Curses, so we've reduced its damage output and scaled the Health degeneration based on the Curses attribute. Lingering Curse and Suffering were a little too good at pressuring enemy teams because they are easily maintained on all enemy targets. To make this more balanced, we've increased the Energy cost of Lingering Curse and the recharge of Suffering.

  • Lingering Curse: increased Energy cost to 15.
  • Suffering: increased recharge time to 10 seconds.
  • Weaken Knees: decreased duration to 1...13...16 seconds; decreased Health degeneration to -1...3...4; decreased damage to 5...9...10.
  • In Heroes' Ascent, Elementalists carrying Savannah Heat, Searing Heat, and Teinai's Heat have been prevalent in the meta for some time. While the numbers on Searing Heat and Teinai's Heat are at a good place for balance, Savannah Heat's Energy cost was clearly too low for its powerful effect in close quarters PvP. A higher cost should apply more Energy pressure to the build and slow down its damage output. Because this is an issue for PvP, we split the skill and only changed it there. Unlike other Energy management skills, Ether Prism has both damage mitigation and Energy gain with no downside, causing it to grow popular in all PvP formats. Increasing Ether Prism's recharge slows down the influx of Energy and brings it more in line with other Energy management skills.

  • Ether Prism: increased recharge time to 20 seconds.
  • Savannah Heat: increased Energy cost to 15.
  • Ritualist

    As a primary attribute, Spawning Power lacked compelling reasons to put attribute points into it. Players also had little motivation to choose primary Ritualist over taking it as a secondary. By increasing the effect of Spawning Power on weapon spells and adjusting the skills to compensate, we hope to encourage Spawning Power for builds with weapon spells while toning down those spells for secondary Ritualists.

  • Note: All skill ranges are for Attribute 0...12...15.
  • Palm Strike: increased recharge time to 7 seconds.
  • Ether Prism: increased recharge time to 20 seconds.
  • Savannah Heat: increased Energy cost to 15.
  • Visions of Regret: functionality changed to: "For 10 seconds, target foe and adjacent foes take 15...39...45 damage whenever they use a skill and 5...41...50 damage if not under the effects of another Mesmer hex".
  • Lingering Curse: increased Energy cost to 15.
  • Suffering: increased recharge time to 10 seconds.
  • Weaken Knees: decreased duration to 1...13...16 seconds; decreased Health degeneration to -1...3...4; decreased damage to 5...9...10.
  • "Help Me!": functionality changed to: "For 1...8...10 seconds, you gain 5...41...50 Health and other allies' spells targeting you cast 50% faster".
  • Brutal Weapon: decreased duration to 10...34...40 seconds.
  • Guided Weapon: decreased duration to 4...9...10 seconds.
  • Resilient Weapon: decreased duration to 5...13...15 seconds.
  • Signet of Binding: functionality changed to: "You lose 200...80...50 Health. Gain control of target spirit".
  • Spirit Siphon: functionality changed to: "The spirit closest you loses all Energy. You gain 15...43...50% of that Energy".
  • Spiritleech Aura: functionality changed to: "Skill. For 5...17...20 seconds, all of your spirits within earshot deal 5...17...20 less damage and steal 5...17...20 Health when they attack".
  • Vital Weapon: decreased duration to 5...25...30 seconds.
  • Wailing Weapon: decreased duration to 3...8...9 seconds.
  • Warmonger's Weapon: decreased duration to 3...11...13 seconds.
  • Weapon of Shadow: decreased duration to 3...7...8 seconds.
  • Weapon of Warding: decreased duration to 3...7...8 seconds.