User:Problem./Skills

Axe Mastery

 * Axe Attack. If this attack hits a foe suffering from a Deep Wound, you strike for +1...8...10 damage, and that foe becomes Crippled for 15 seconds.
 * Costs: 7 Adrenaline.
 * Changed: Axe Attack. When this attack hits, you deal +5...17...20 damage. If this attack hits a moving foe, your target is crippled for 7...13...15 seconds.
 * Reason: The utility of the cripple was overlooked becaues of the prerequisite of deep wound. On spikes, the cripple will be unnecessary. The current change allows for utility similar to Bull's Strike, with damage of current skills that compliment the Eviscerate/Executioner's Strike Combo.


 * Axe Attack. If this attack hits a foe suffering from a Deep Wound, you strike for 1...16...20 more damage and that foe suffers from Weakness for 20 seconds.
 * Costs: 7 Adrenaline.
 * Changed: Axe Attack. Attack target foe twice. If both attacks hit, you inflict bleeding on target foe foe 5...17...20 seconds.
 * Reason: Weakness on top of Deep Wound was completely stupid. Skill needed a complete reworking to be viable.


 * Elite Axe Attack. You lose all adrenaline and all Energy. If this attack hits, you deal +5...41...50 damage and cause a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit.
 * Costs: 8 Adrenaline.
 * Changed: Elite Axe Attack. You lose all adrenaline and all Energy. If this attack hits, you deal +5...41...50 damage. If target foe is moving or stationary, you also inflict a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit.
 * Reason: This creates a check for a condition that will be applied before the damage. Will help add viability to the skill which otherwise is bad on its own.


 * Axe Attack. If it hits, this attack always results in a critical hit.
 * Costs: 6 Adrenaline.
 * Changed: Axe Attack. If this attack results in a critical hit, it also has 20% Armor Penetration.
 * Reason: A three adrenaline skill will be a detriment to warrior bars because it will lower the amount of adrenaline in your more favorable attack skills. Without other low adrenaline attacks to synergize with, Keen Chop would remain unviable.


 * Axe Attack. If Lacerating Chop hits, you deal +5...17...20 damage. If it strikes a knocked down foe your target suffers from Bleeding for 5...17...20 seconds.
 * Costs:
 * Changed: Axe Attack. If Lacerating Chop hits, you deal +5...17...20 damage. If it strikes a knocked down or fleeing foe your target suffers from Bleeding for 5...17...20 seconds.
 * Reason: Add viability to the skill. Give's a more favorable condition to the skill.

Hammer Mastery

 * Hammer Attack. If Auspicious Blow hits, you strike for +5...17...20 damage. If it hits a foe suffering from Weakness you gain 3...7...8 Energy.
 * Costs: 7 Adrenaline.
 * Changed: Hammer Attack. If Auspicious Blow hits, you strike for +5...17...20 damage. If it hits a foe suffering from Weakness you gain 3...7...8 Energy.
 * Reason:


 * Elite Hammer Attack. If it hits, Enraged Smash deals +5...10...11 damage (maximum bonus 40) for each other fully charged adrenal skill you have.
 * Costs: 5 Energy. 15 Second Recharge.
 * Changed: Elite Hammer Attack. If Enraged Smash hits, target foe is knock-down and this attack deals +5...10...11 damage (maximum bonus 40) for each other fully charged adrenal skill you have.
 * Reason:


 * Elite Hammer Attack. If Forceful Blow hits, you strike for +10...34...40 damage and your target is Weakened for 5...17...20 seconds. If it is blocked, you are knocked down.
 * Costs: 5 Adrenaline.
 * Changed: Elite Hammer Attack. If Forceful Blow hits, you strike for +10...34...40 damage and your target is Weakened for 5...17...20 seconds. If it is blocked, target foe is knocked down.
 * Reason: It's a "Forceful Blow." It sounds like it should have enough power to knockdown someone who blocks the attack. Besides, you would still have to run a reliable knockdown elsewhere on the bar, as well as an Energy-based IAS for Crushing Blow.


 * Elite Hammer Attack. If this attack hits a foe who is under the effects of an Enchantment, that foe is knocked down.
 * Costs: 8 Adrenaline.
 * Changed: Elite Hammer Attack. If Magehunter Smash hits, your target is knocked down. If target foe is under the effects of an Enchantment, this attack deals +1...16...20 damage.
 * Reason: In its current form, the condition warrants its denial of use. Needed some more incentive to promote use.

Strength

 * Elite Stance. For 5...10...11 seconds, you move 25% faster and if you strike a moving foe in melee, that foe is knocked down. Bull's Charge ends if you use a skill.
 * Costs:
 * Changed:
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Swordsmanship

 * Sword Attack. If this attack hits, you deal +5...25...30 damage. If you are currently not in a Stance, you also inflict Bleeding for 5...13...15 seconds.
 * Costs:
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 * Sword Attack. This attack strikes for +1...32...40 damage if it hits.
 * Costs:
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 * Sword Attack. If this attack hits a Bleeding foe, you strike for 5...17...20 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5...17...20 seconds.
 * Costs:
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 * Elite Sword Attack. If Quivering Blade hits, you strike for +10...34...40 damage. If it is blocked, Quivering Blade is disabled for 4 seconds and you are Dazed for 8 seconds.
 * Costs:
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 * Sword Attack. This attack strikes for +1...32...40 damage if it hits.
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Tactics

 * Signet. You gain 40...130...152 Health. You have -40 armor while using this skill.
 * Costs:
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 * Elite Skill. Lose all Adrenaline. All of your other non-attack skills are disabled for 10...6...5 seconds. Target touched foe is knocked down and takes 15...63...75 damage.
 * Costs:
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Non-Linked Attribute

 * Stance. For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.
 * Costs:
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 * Stance. For 8 seconds, you have a 75% chance to block incoming attacks, but take double damage.
 * Costs:
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Beast Mastery

 * Shout. For 30 seconds, your animal companions have a 25% faster attack speed and move 25% faster.
 * Costs:
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 * Shout. For 120 seconds, your animal companions have a 5...17...20 base damage reduction.
 * Costs:
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 * Skill. Resurrect all nearby allied animal companions. They come back to life with 10...77...94% Health.
 * Costs:
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 * Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 5...29...35 piercing damage and become Poisoned for 5...17...20 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted.
 * Costs:
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Expertise

 * Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.)
 * Costs:
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 * Elite Preparation. For 5...17...20 seconds, your trap skills are not easily interruptible.
 * Costs:
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Marksmanship

 * Elite Bow Attack. If Punishing Shot hits, you strike for +10...18...20 damage and your target is interrupted.
 * Costs:
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 * Bow Attack. If Splinter Shot hits, you deal +3...13...15 damage. If Splinter Shot is blocked, all foes adjacent to your target take 5...53...65 damage.
 * Costs:
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Wilderness Survival

 * Preparation. For 18 seconds, your arrows cause Bleeding for 3...13...15 seconds. This Skill is easily interrupted.
 * Costs:
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 * Elite Bow Attack. If Poison Arrow hits, your target becomes Poisoned for 5...17...20 seconds.
 * Costs:
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 * Skill. For 10 seconds, you gain +3...9...10 Health regeneration.
 * Costs:
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Non-Linked Attribute

 * Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked.
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 * Elite Bow Attack. Shoot an arrow that moves twice as fast.
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Divine Favor

 * Elite Spell. Heal target ally for 10...114...140 Health and remove one Condition and one Hex.
 * Costs:
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 * Elite Signet. Heal target ally for 5...29...35 Health. For each Enchantment on that ally, you gain 2 Energy. (Maximum 1...5...6 Energy.)
 * Costs:
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 * Spell. Heal yourself and party members in the area for 10...210...260 points.
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 * Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26...197...240 Health.
 * Costs:
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 * Spell. Heal yourself and party members in the area for 10...210...260 points.
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 * Enchantment Spell. For 1...48...60 seconds, your Healing Prayers Spells cast 50% faster. This Enchantment ends if you cast another Enchantment.
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 * Spell. Lose all Enchantments. Each party member is healed for 5...29...35 Health for each Monk Enchantment lost.
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 * Enchantment Spell. For 5...17...20 seconds, while you are casting spells, you cannot be the target of spells. When Spell Shield ends, all your skills are disabled for 10...6...5 seconds.
 * Costs:
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 * Elite Spell. Remove all Hexes from target ally and all adjacent allies. This Spell takes an additional 20...8...5 seconds to recharge for each Hex removed in this way.
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Healing Prayers

 * Enchantment Spell. For 30 seconds, target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 5...41...50.
 * Costs:
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 * Elite Spell. Heal target ally for 10...94...115 Health.
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 * Elite Enchantment Spell. While you maintain this Enchantment, your healing Spells heal for 25% less Health, but cost -1...3...3 Energy.
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 * Elite Enchantment Spell. For 10 seconds, whenever target ally takes damage, that ally is healed for 5...29...35 Health.
 * Costs:
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 * Elite Spell. Heal target ally for 40...88...100 Health. If your target has an Enchantment, you gain 1...3...3 Energy.
 * Costs:
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 * Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3...25...30 Health.
 * Costs:
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 * Elite Spell. All party members are healed for 5...57...70 Health.
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 * Enchantment Spell. For 3 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 15...67...80 Health.
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 * Spell. Resurrect target touched dead target party member with 50% Health and 5...17...20% Energy. That party member and all allies within earshot are healed for 55...115...130 Health.
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 * Enchantment Spell. For 5...19...23 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29...35 Health.
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Protection Prayers

 * Elite Hex Spell. For 8...18...20 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage.
 * Costs:
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 * Elite Spell. Remove up to 1...3...3 Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains 15...63...75 Health.
 * Costs:
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 * Spell. Remove one Condition from each party member. Party members relieved of Burning are healed for 10...82...100 Health.
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 * Elite Enchantment Spell. For 20 seconds, the next 30...126...150 damage target ally would take is negated.
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 * Elite Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6...49...60. All your Protection Prayers are disabled for 5 seconds.
 * Costs:
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 * Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5...57...70 Health.
 * Costs:
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 * Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 5...57...70 Health.
 * Costs:
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 * Hex Spell. For 8...18...20 seconds, target foe cannot attack. This effect ends if the target takes damage.
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 * Enchantment Spell. For 5...10...11 seconds, target ally has a 50% chance to block attacks from Enchanted foes.
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 * Enchantment Spell. While you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 6...4...3 Energy or the Spell ends.
 * Costs:
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 * Enchantment Spell. For 10 seconds, target ally has a 75% chance to block incoming attacks. The next time target ally blocks an attack, that ally and all nearby allies are healed for 16...67...80 and Shield Guardian ends.
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 * Elite Enchantment Spell. For 3...9...10 seconds, target ally has a 75% chance to block attacks and gains 15...27...30 armor.
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 * Enchantment Spell. For 8 seconds, damage received by target ally is reduced by 3...15...18.
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 * Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40...88...100 Health.
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 * Elite Spell. Heal target ally for 30...150...180 Health. If target was below 50% Health, you gain 7 Energy.
 * Costs:
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Smiting Prayers

 * Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and one nearby foe takes 30...150...180 damage.
 * Costs:
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 * Reason:

Non-Linked Attributes

 * Spell. Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, and Deep Wound) from target ally.
 * Costs:
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Blood Magic

 * Elite Hex Spell. For 6...11...12 seconds, target foe suffers -3...7...8 Health degeneration, which you gain as Health regeneration.
 * Costs:
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Curses

 * Spell. You become Poisoned for 10 seconds. Foes in the area of your target are struck for 10...37...44 cold damage and lose 1 Enchantment.
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 * Elite Hex Spell. For 5...17...20 seconds, target foe attacks 30% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down.
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 * Elite Hex Spell. For 8...18...20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5...29...35 shadow damage to that foe and all adjacent allies of that foe.
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 * Elite Hex Spell. For 3...31...38 seconds, if target foe is struck while moving that foe is knocked down and Weaken Knees ends.
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 * Well Spell. Exploit target corpse to create a Well of Silence for 10...26...30 seconds. Foes within the well cannot use Shouts or Chants and suffer -1...3...4 Health degeneration.
 * Costs:
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 * Reason:

Death Magic

 * Elite Enchantment Spell. For 30 seconds, whenever target undead servant dies, it is replaced by a level 0...12...15 jagged horror that causes Bleeding with each of its attacks.
 * Costs:
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 * Reason:


 * Spell. Sacrifice 15% maximum Health. For 5...9...10 seconds, your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. If this Spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges.
 * Costs:
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 * Reason:

Soul Reaping

 * Elite Spell. Sacrifice 10% Health, and target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for 5...17...20 seconds.
 * Costs:
 * Changed:
 * Reason:

Domination Magic

 * Skill. For 2...5...6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
 * Costs:
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 * Spell. Interrupt target foe's action. If that action was to use a Signet, it and all other Signets are disabled for 1...13...16 seconds.
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 * Elite Spell. Remove a Hex from target ally. If a Hex is removed in this way, foes near that ally take 30...102...120 damage and lose one Enchantment.
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 * Elite Hex Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and for 4...9...10 seconds, that foe has -2 Energy degeneration.
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 * Elite Hex Spell. For 5...17...20 seconds, anytime target foe is interrupted that foe is knocked down.
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 * Elite Spell. For 10...30...35 seconds, one random non-Spell is disabled for target foe, and Simple Thievery is replaced by that Skill.
 * Costs:
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 * Elite Hex Spell. For 5...17...20 seconds, target foe takes 30...102...120 damage whenever that foe uses an adrenal Skill.
 * Costs:
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Fast Casting

 * Elite Hex Spell. For 1...8...10 seconds, all Spells cast by target foe cause Exhaustion.
 * Costs:
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 * Elite Stance. For 5...17...20 seconds, Spells you cast recharge 33% faster.
 * Costs:
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 * Elite Enchantment Spell. For 5...13...15 seconds, whenever you use a Signet, you gain 1...8...10 Energy.
 * Costs:
 * Changed:
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Illusion Magic

 * Hex Spell. For 4...7...8 seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers 10...76...92 damage.
 * Costs:
 * Changed:
 * Reason:


 * Elite Hex Spell. For 8...18...20 seconds, target moves 50% slower and suffers -1...3...3 Health degeneration.
 * Costs:
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 * Enchantment Spell. For 5...10...11 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds.
 * Costs:
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 * Elite Hex Spell. For 4...9...10 seconds, the next time target foe attacks, that foe takes 30...114...135 damage and becomes Blinded for 10 seconds.
 * Costs:
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 * Elite Hex Spell. For 1...8...10 seconds, target foe suffers from -1...3...3 Health degeneration. If that foe is Hexed again, Recurring Insecurity is reapplied.
 * Costs:
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 * Elite Hex Spell. For 5...21...25 seconds, target foe and all nearby foes move 50% slower.
 * Costs:
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Inspiration Magic

 * Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost.
 * Costs:
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 * Elite Enchantment Spell. For 3...9...10 seconds, whenever you are the target of an enemy Spell, you steal up to 1...6...7 Energy from the caster.
 * Costs:
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 * Elite Hex Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and for 10 seconds, whenever that foe casts a Spell, you steal up to 1...6...7 Energy from that foe.
 * Costs:
 * Changed:
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 * Elite Hex Spell. For 20 seconds, Skills used by target touched foe take 20...84...100% longer to recharge. This Skill ends if that foe hits you.
 * Costs:
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Non-Linked Attribute

 * Spell. Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
 * Costs:
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Air Magic

 * Elite Hex Spell. For 1...13...16 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 5 seconds.
 * Costs:
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 * Elite Spell. Target foe is struck for 10...54...65 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
 * Costs:
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 * Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83...100 lightning damage.
 * Costs:
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 * Reason:

Earth Magic

 * Spell. Target foe is struck for 35...59...65 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 3...13...15 seconds.
 * Costs:
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 * Spell. Foes adjacent to you are struck for 10...82...100 damage but are cured of any negative Conditions.
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 * Spell. Foes adjacent to you are struck for 10...82...100 damage but are cured of any negative Conditions.
 * Costs:
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Energy Storage

 * Spell. Target foe takes 1...2...2 damage for each point of Energy you have (maximum 130 damage).
 * Costs:
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 * Elite Spell. Gain 0...2...2 Energy for each point of Energy you have (maximum 50 Energy).
 * Costs:
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Fire Magic

 * Elite Spell. Target foe takes 15...51...60 fire damage. If you have more Energy than target foe, that foe takes an additional 15...51...60 fire damage and is set on fire for 1...6...7 seconds. This Spell causes Exhaustion.
 * Costs:
 * Changed:
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 * Hex Spell. After 3 seconds, target foe and all nearby foes are struck for 20...68...80 fire damage and are set on fire for 1...3...3 seconds.
 * Costs:
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 * Hex Spell. Target foe is struck for 7...91...112 fire damage. After 3 seconds, if target foe is not moving that foe is set on fire for 3 seconds.
 * Costs:
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Water Magic

 * Spell. Target foe is struck for 10...54...65 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3...8...9 seconds.
 * Costs:
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 * Spell. Target foe is struck for 15...111...135 cold damage. Vapor Blade deals half damage if that foe has any Enchantments on them.
 * Costs:
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Non-Linked Attribute

 * Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
 * Costs:
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Critical Strikes

 * Elite Skill. Target touched foe takes 10...70...85 damage. This skill counts as an off-hand attack.
 * Costs:
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Dagger Mastery

 * Lead Attack. If you have less than 50...74...80% Health, you deal +15...51...60 damage.
 * Costs:
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 * Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 5...17...20 seconds.
 * Costs:
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 * Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment, target foe suffers from a Deep Wound for 5...17...20 seconds.
 * Costs:
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 * Elite Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is Dazed 4...9...10 seconds.
 * Costs:
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Deadly Arts

 * Hex Spell. For 5...29...35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17...20 seconds and Shadow Step to that foe. This Spell has half the normal range.
 * Costs:
 * Changed:
 * Reason:


 * Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 15...51...60 earth damage if it hits, and Cripples moving foes for 3...13...15 seconds. This spell has half the normal range.
 * Costs:
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 * Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17...20 seconds.
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 * Spell. Must follow a lead attack. Target foe becomes Crippled for 5...17...20 seconds. This skill counts as an off-hand attack.
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Shadow Arts

 * Enchantment Spell. For 10...30...35 seconds, your next 1...5...6 attacks cannot be blocked.
 * Costs:
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Non-Linked Attribute

 * Elite Hex Spell. After 5 seconds, target foe is knocked down. This Hex ends prematurely if that foe uses a Skill.
 * Costs:
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Channeling Magic

 * Skill. For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 30...110...130 lightning damage.
 * Costs:
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 * Weapon Spell. For 5...13...15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted.
 * Costs:
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Communing

 * Elite Item Spell. Hold Xinrae's ashes for up to 5...13...15 seconds. While you hold her ashes, enemy Spells that the caster and the caster's allies use against you are disabled for an additional 5...17...20 seconds.
 * Costs:
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 * Hex Spell. For 5...17...20 seconds, target foe and all nearby foes cannot achieve a critical hit.
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 * Elite Weapon Spell. For 4...9...10 seconds, target ally has Xinrae's Weapon. Whenever a foe casts a Spell on that ally, that Spell is disabled for an additional 5...13...15 seconds for that foe and all party members of that foe.
 * Costs:
 * Changed:
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Restoration Magic

 * Spell. Target ally is healed for 15...63...75 Health. If that ally is under the effects of a weapon Spell, that ally loses one Condition.
 * Costs:
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 * Weapon Spell. For 5...17...20 seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +1...5...6 Health regeneration and +24 armor.
 * Costs:
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 * Elite Item Spell. Hold Tanasen's ashes for up to 5...17...20 seconds. While you hold his ashes, you have +10...22...25 armor and cannot be interrupted.
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 * Item Spell. For 60 seconds, all Shouts and Chants you use last 20...44...50% longer.
 * Costs:
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Spawning Power

 * Elite Enchantment Spell. For 10 seconds, you gain +1...5...6 Energy regeneration but suffer -5 Health degeneration. When Spirit Channeling ends, you gain 100 Health if you are within earshot of a Spirit.
 * Costs:
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Non-Linked Attribute

 * Elite Skill. Destroy target allied spirit. The next Binding Ritual you perform casts 66% faster and recharges instantly.
 * Costs:
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 * Reason:

Earth Prayers

 * Enchantment Spell. All nearby foes are Crippled for 4...9...10 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes begin Bleeding for 5...13...15 seconds.
 * Costs:
 * Changed:
 * Reason:


 * Enchantment Spell. All adjacent foes are struck for 20...68...80 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Blinded for 1...4...5 seconds.
 * Costs:
 * Changed:
 * Reason:


 * Enchantment Spell. For 10 seconds, you have a 50% chance to block incoming attacks. When this Enchantment ends, all nearby foes are struck for 15...63...75 earth damage.
 * Costs:
 * Changed:
 * Reason:


 * Enchantment Spell. All adjacent foes are struck for 20...68...80 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Weakened for 5...13...15 seconds.
 * Costs:
 * Changed:
 * Reason:

Mysticism

 * Spell. Lose 1 Enchantment. You gain 1...5...6 Energy for each adjacent foe (maximum 15 Energy).
 * Costs:
 * Changed:
 * Reason:


 * Enchantment Spell. All adjacent foes take 15...51...60 holy damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, you gain 1 Energy for each successful hit while under the effects of this Enchantment.
 * Costs:
 * Changed:
 * Reason:

Scythe Mastery

 * Melee Attack. If this attack hits, you deal +10...26...30 damage. You gain 15...63...75 Health for each foe you hit that is suffering from a Condition.
 * Costs:
 * Changed:
 * Reason:


 * Elite Scythe Attack. If this attack hits, you deal +10...34...40 damage. If your target was below 50% Health, you also inflict a Deep Wound for 5...17...20 seconds.
 * Costs:
 * Changed:
 * Reason:


 * Elite Scythe Attack. If this attack hits while you are under the effects of an Enchantment, target foe suffers from a Deep Wound for 5...17...20 seconds. If you do not have an Enchantment on you, this attack causes Bleeding for 5...17...20 seconds.
 * Costs:
 * Changed:
 * Reason:

Wind Prayers

 * Enchantment Spell. All adjacent foes are struck for 15...63...75 cold damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes lose 1 Enchantment.
 * Costs:
 * Changed:
 * Reason:


 * Enchantment Spell. All adjacent foes are struck for 20...68...80 cold damage. For 30 seconds, your attacks deal cold damage. When this Enchantment ends, all adjacent foes are Crippled for 5...13...15 seconds.
 * Costs:
 * Changed:
 * Reason:


 * Spell. Lose 1 Enchantment. You gain 30...78...90 Health. If you are still under the effects of an Enchantment, lose 1...3...3 Hexes.
 * Costs:
 * Changed:
 * Reason:


 * Enchantment Spell. For 5...17...20 seconds, whenever you are hit by a melee attack, your attacker loses 1 Enchantment.
 * Costs:
 * Changed:
 * Reason:


 * Spell. Target touched foe and all nearby foes are struck for 15...55...65 cold damage. Affected foes below 50% Health lose all Enchantments.
 * Costs:
 * Changed:
 * Reason:

Non-Linked Attribute

 * Spell. You and target touched foe lose 1 Enchantment.
 * Costs:
 * Changed:
 * Reason:

Command

 * Shout. For 20 seconds, the next 1...4...5 touch Skills used against you fail.
 * Costs:
 * Changed:
 * Reason:


 * Shout. For 1...8...10 seconds, other allies' Spells targeting you cast 50% faster.
 * Costs:
 * Changed:
 * Reason:


 * Elite Shout. For 1...3...3 seconds, all party members within earshot take 50% less damage.
 * Costs:
 * Changed:
 * Reason:


 * Echo. For 20 seconds, target non-Spirit ally has +10...34...40 armor against slashing damage. This Echo is reapplied every time a Chant or Shout ends on that ally.
 * Costs:
 * Changed:
 * Reason:

Leadership

 * Shout. Target ally moves 25% faster for 1...4...5 seconds for each ally within earshot (maximum of 20 seconds).
 * Costs:
 * Changed:
 * Reason:


 * Elite Skill. For 10...30...35 seconds, all damage suffered by target other ally is divided equally with you.
 * Costs:
 * Changed:
 * Reason:


 * Chant. For 10 seconds, the next time each ally within earshot casts a Spell, that ally loses 1 Hex.
 * Costs:
 * Changed:
 * Reason:


 * Signet. Resurrect target party member with 5...13...15% Health and 1...3...4% Energy for each party member within earshot.
 * Costs:
 * Changed:
 * Reason:


 * Echo. For 20 seconds, target non-Spirit ally has +10...34...40 armor against slashing damage. This Echo is reapplied every time a Chant or Shout ends on that ally.
 * Costs:
 * Changed:
 * Reason:

Motivation

 * Echo. For 10...30...35 seconds, whenever a Shout or Chant ends on target non-Spirit ally, that ally gains 1 Energy.
 * Costs:
 * Changed:
 * Reason:

Spear Mastery

 * Spear Attack. Your spear moves three times faster. If it hits, you deal +10...34...40 damage.
 * Costs:
 * Changed:
 * Reason:


 * Spear Attack. If this attack hits, you deal +5...21...25 damage. If that foe has more Health than you, that foe suffers from a Deep Wound for 5...17...20 seconds.
 * Costs:
 * Changed:
 * Reason:


 * Spear Attack. If this attack hits, you deal +10...34...40 damage. This attack cannot be blocked.
 * Costs:
 * Changed:
 * Reason:


 * Spear Attack. If this attack hits, you deal +5...17...20 damage. If you land a critical hit with this attack, target foe suffers from a Deep Wound for 5...13...15 seconds.
 * Costs:
 * Changed:
 * Reason:

Non-Linked Attribute

 * Elite Signet. All party members lose all Conditions. You are set on Fire for 1 second for each Condition removed in this way.
 * Costs:
 * Changed:
 * Reason: