Here’s a run down on what is seen weapon trait wise regarding the Heartlands conqueror 5 piece bonus. (This was done prior to the first set of PTS patch notes and may change over time.)
Two-handed, bows and Staves.
Charged Heartlands value: 440% chance to apply status effects.
Decisive heartlands value: 110% chance to gain 1 additional ultimate whenever you gain ultimate. I like to think that 110% is like having a guaranteed chance of gaining 1 additional ultimate with a 10% chance to make it 2.
Defending heartlands value: 6552 armor.
Infused heartlands value: increased weapon enchantment value to 60% and reduces enchantment cooldown by 100%. (That’s what I see anyway from pen and paper perspective.)
Nirnhoned heartlands value: increases damage of the weapon by 30%.
Powered heartlands value: increased healing done by 18%.
Precise heartlands value: increases critical chance by 14.4%.
Sharpened heartlands value: 6552 penetration.
Training heartlands value: increased experience gained from kills by 18%.
One-hand.
Basically reverts one-handed weapon traits to before they were Reduced by half in a very, very old patch. But I’ll write 'em up for clarity. (Maybe a different metaphorical kettle of fish for some of them.)
Charged heartland: 110% chance to apply status effect.
Decisive heartland: 55% chance to gain 1 additional ultimate whenever ultimate is gained.
Defending heartland: adds 3276 armor.
Infused heartland: same as two-handed.
Nirnhoned heartland: same as two-handed.
Powered heartland: increased healing done by 9%.
Precise heartland: 7.2% critical chance.
Sharpened heartland: adds 3276 penetration.
Training heartland: increased experience gained from kills by 9%.
About the Harpooner’s Wading Kilt
Dealing direct damage grants you a stack of Hunter’s Focus for 1 minute, up to 10 stacks max. You can only gain 1 stack of Hunter’s Focus per second. Each stack of Hunter’s Focus increases your Critical Chance by 119 and your Critical Damage by 2%. Taking direct damage removes 1 stack of Hunter’s Focus. Removing Harpooner’s Wading Kilt removes all stacks of Hunter’s Focus.
Regarding the damage taken component, I could definitely see it as somewhat fine in both environments, but is there a particular “Interval Cooldown” to it? Because as far as I can see, if there are too many mobs in PvE that rely mostly on Direct damage and likewise, quickly draining the stacks of hunters focus down to next-to-nothing and potentially making it near useless unless it were to deplete a stack upon taking damage once every few seconds so as to reach optimal uptime in most activities, particularly solo arenas like maelstrom or vateshrans hollow.
I also find the crit chance reduction of death knell to be a bit heavy handed, which is why if it were to instead add 0.5/1% critical chance per grave lord ability slotted, that would be nice, regarding its “execution mechanic”, the bonus could be tripled against enemies below 75% health at 1.5/3% per grave lord ability, and quintupled to 2.5/5% critical chance against enemies below 25% health. Just like how the sorcerers amplitude passive gives them a 10% damage bonus to enemies at full health which slowly falls off by 1% for each 10% of max health missing.
Two-handed, bows and Staves.
Charged Heartlands value: 440% chance to apply status effects.
Decisive heartlands value: 110% chance to gain 1 additional ultimate whenever you gain ultimate. I like to think that 110% is like having a guaranteed chance of gaining 1 additional ultimate with a 10% chance to make it 2.
Defending heartlands value: 6552 armor.
Infused heartlands value: increased weapon enchantment value to 60% and reduces enchantment cooldown by 100%. (That’s what I see anyway from pen and paper perspective.)
Nirnhoned heartlands value: increases damage of the weapon by 30%.
Powered heartlands value: increased healing done by 18%.
Precise heartlands value: increases critical chance by 14.4%.
Sharpened heartlands value: 6552 penetration.
Training heartlands value: increased experience gained from kills by 18%.
One-hand.
Basically reverts one-handed weapon traits to before they were Reduced by half in a very, very old patch. But I’ll write 'em up for clarity. (Maybe a different metaphorical kettle of fish for some of them.)
Charged heartland: 110% chance to apply status effect.
Decisive heartland: 55% chance to gain 1 additional ultimate whenever ultimate is gained.
Defending heartland: adds 3276 armor.
Infused heartland: same as two-handed.
Nirnhoned heartland: same as two-handed.
Powered heartland: increased healing done by 9%.
Precise heartland: 7.2% critical chance.
Sharpened heartland: adds 3276 penetration.
Training heartland: increased experience gained from kills by 9%.
About the Harpooner’s Wading Kilt
Dealing direct damage grants you a stack of Hunter’s Focus for 1 minute, up to 10 stacks max. You can only gain 1 stack of Hunter’s Focus per second. Each stack of Hunter’s Focus increases your Critical Chance by 119 and your Critical Damage by 2%. Taking direct damage removes 1 stack of Hunter’s Focus. Removing Harpooner’s Wading Kilt removes all stacks of Hunter’s Focus.
Regarding the damage taken component, I could definitely see it as somewhat fine in both environments, but is there a particular “Interval Cooldown” to it? Because as far as I can see, if there are too many mobs in PvE that rely mostly on Direct damage and likewise, quickly draining the stacks of hunters focus down to next-to-nothing and potentially making it near useless unless it were to deplete a stack upon taking damage once every few seconds so as to reach optimal uptime in most activities, particularly solo arenas like maelstrom or vateshrans hollow.
I also find the crit chance reduction of death knell to be a bit heavy handed, which is why if it were to instead add 0.5/1% critical chance per grave lord ability slotted, that would be nice, regarding its “execution mechanic”, the bonus could be tripled against enemies below 75% health at 1.5/3% per grave lord ability, and quintupled to 2.5/5% critical chance against enemies below 25% health. Just like how the sorcerers amplitude passive gives them a 10% damage bonus to enemies at full health which slowly falls off by 1% for each 10% of max health missing.