GW2 Upcoming Changes to PvP Runes/Sigils and Amulets
Josh Davis has posted some of the upcoming changes to PvP Runes/Sigils and amulets coming with Jan 26 patch.
Hi all,
We’re planning on making some changes to amulets/sigils/runes available in PvP for the Winter 2016 Update (January 26). Some of these changes will greatly affect the way that PvP is played, so I wanted to take this opportunity to get the changes in front of everyone, discuss the implications as a group, and see where we net out. Most of these changes are easily reversible, so don’t view this as a “forever change”, but rather something we’ll tweak until we get PvP’s gameplay closer to our vision for it. These changes will go out prior to our next season PvP League season, so if we identify a change that isn’t accomplishing our goals we’ll have time to address it before the season begins.
You’ll note that a lot of the changes below are directed at more defensive stat combos/items. Our intent is not to eradicate this type of gameplay, but simply to improve the pace of gameplay overall.
Runes
We’ll be removing the following runes from PvP:
We’ll be adding the following amulets:
Mercenary’s Amulet
1050 Power
1050 Condition
560 Toughness
560 Vitality
Sage’s Amulet
1050 Power
1050 Condition
560 Healing Power
560 Vitality
Paladin’s Amulet
1050 Power
1050 Precision
560 Toughness
560 Vitality
Mender’s Amulet
1050 Power
1050 Healing Power
560 Precision
560 Vitality
We’re also removing the following amulets:
Josh Davis has posted some of the upcoming changes to PvP Runes/Sigils and amulets coming with Jan 26 patch.
Hi all,
We’re planning on making some changes to amulets/sigils/runes available in PvP for the Winter 2016 Update (January 26). Some of these changes will greatly affect the way that PvP is played, so I wanted to take this opportunity to get the changes in front of everyone, discuss the implications as a group, and see where we net out. Most of these changes are easily reversible, so don’t view this as a “forever change”, but rather something we’ll tweak until we get PvP’s gameplay closer to our vision for it. These changes will go out prior to our next season PvP League season, so if we identify a change that isn’t accomplishing our goals we’ll have time to address it before the season begins.
You’ll note that a lot of the changes below are directed at more defensive stat combos/items. Our intent is not to eradicate this type of gameplay, but simply to improve the pace of gameplay overall.
Runes
We’ll be removing the following runes from PvP:
- Rune of Durability
- Rune of Mercy
- Sigil of Demon Summoning: this sigil will no longer be usable in PvP.
- We already removed a majority of AI summoning sigils/runes in a previous release – we’re just finishing the job.
- Sigil of Energy: the functionality of this Sigil is changing slightly. Instead of granting 50 endurance on weapon swap, Sigil of Energy will instead grant 5 seconds of vigor to the player with the usual 9 second ICD. This change only applies to PvP.
We’ll be adding the following amulets:
Mercenary’s Amulet
1050 Power
1050 Condition
560 Toughness
560 Vitality
Sage’s Amulet
1050 Power
1050 Condition
560 Healing Power
560 Vitality
Paladin’s Amulet
1050 Power
1050 Precision
560 Toughness
560 Vitality
Mender’s Amulet
1050 Power
1050 Healing Power
560 Precision
560 Vitality
We’re also removing the following amulets:
- Soldier’s
- Settler’s
- Celestial
- Sentinel