Mechanics

Initiative Regeneration increased from .6 -> .667 per second
Initiative Regeneration increased from 2 every 3 seconds to 3 every 4seconds.

Dagger

Death Blossom: Now costs 4 initiative
Wild Strike – Gain 10 Endurance with a successful strike.
Lotus Strike – Removed Weakness. Added 2s Poison.

Shortbow

Cluster Shot -> Increased max targets from 3 to 5 on the full bomb. Separate clusters remain at 3 targets.
Disabling Shot: 2s->3s Cripple

Sword

Pistol Whip: 1/4 second stun is now 1/2 second. Second half now has evasion.
Tactical Strike: 1s Daze->2s Daze; can move while using this
Crippling Strike: Added 2s Weakness
Infiltrator’s Strike: 2 init->3 init. Added 1s Immob
Flanking Strike: removes 1 boon

Heal

Signet of Malce: Increaed the passive heal by 30% Decreased the active heal by 25%. Reduced the cooldown to 15s.

Utility

Infiltrator’s Signet -> Moved to Tier 1
Signet of Agility -> Moved to Tier 2
Venom duration decreased from 45 seconds to 30 seconds.

Elite

Daggerstorm: now gives 8 seconds of stability.

Traits

Assassin’s Reward Base heal at level 80: 50/init->70/init
First Strikes – 10%% increased damage when Initiative is over 6.
Leeching Venoms: Damage no longer scales with the Healing attribute. Now scales with level only.