User:Falconeye
From Guild Wars Wiki
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About Me | ||||||||||||||||||||
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HI! ^_^ I'm Raymond S. Melendez (better known as Tranquility Of Soul to folks on Guild Wars).
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Characters |
HRK Alliance Suggestions |
Progressive A.R.C. System | ||||||||||||||||||
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My primary in-game character is Tranquility Of Soul. The others are of little consequences as they are merely spiritual essence of Soul's ancestors who possesses her...
A Profession's RoleDEFENDER |
Heavens Royal Knights: (HRKguild.com) (http://wiki.guildwars.com/wiki/Guild:Heavens_Royal_Knights)
(...add them here...)
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Nancy's -Active Rituals- Campaign: (http://guildwars.grupthink.com/) (http://www.nikiwiki.com/Gw2/index.php?title=Main_Page)
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Skill Balance & Wish List | ||||||||||||||||||||
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[edit] Warrior
Dwarven Battle Stance - 10
0
20
- (Hammer Mastery) - Elite Stance. (5...10...11 seconds.) You attack 33% faster. Interrupts actions if you attack with a hammer. Ends if you use a non-Hammer Mastery skill.
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Backbreaker - 10
0
0
- (Hammer Mastery) - Elite Hammer Attack. Deals +5...41...50 damage. Causes knock-down (0...3...4 seconds).
Earth Shaker - 8
0
0
- (Hammer Mastery) - Elite Hammer Attack. Also affects foes adjacent to target foe. Deals 15...51...60 damage and causes knocks down. 50% failure chance unless Hammer Mastery is 5 or more.
Enraged Smash - 5
¾
6
- (Hammer Mastery) - Elite Hammer Attack. Gives you 1...3...4 strikes of adrenaline. Deals +10...34...40 damage, and causes knocked down if your target was moving.
Forceful Blow - 5
0
0
- (Hammer Mastery) - Elite Hammer Attack. Deals +10...34...40 damage and knock down. Inflicts Weakness and Cracked Armor conditions (5...17...20 seconds) if target foe is knocked down.
Belly Smash - 5
1
10
- (Hammer Mastery) - Hammer Attack. Inflicts Blindness condition to adjacent foes (3...9...10 seconds) if target foe is knocked down.
Crude Swing - 5
1
5
- (Hammer Mastery) - Hammer Attack. Attack all adjacent foes for +1...16...20 damage. You have -40 armor while using this skill.
Crushing Blow - 5
0
4
- (Hammer Mastery) - Hammer Attack. Deals +1...16...20 damage. Inflicts Deep Wound condition if target foe is knocked down (5...17...20 seconds).
Mokele Smash - 5
0
6
- (Hammer Mastery) - Hammer Attack. Deals +5...17...20 damage and you gain 0...2...2 strikes of adrenaline.
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Charge! - 5
0
20
- (Tactics) - Elite Shout. (5...13...15 seconds.) Allies in earshot move 33% faster. Grants +0...3...4 adrenaline on their next attack. "Charge!" ends when an ally hits.
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Auspicious Parry - 1
, 0
0
2
- (Tactics) - Elite Stance. (5...10...11 seconds.) Blocks one attack. Also effects adjacent allies. Block effect: you gain 1...3...4 strikes of adrenaline for each ally that blocks.
Riposte - 4
, 0
0
0
- (Tactics) - Skill. (8 seconds). Blocks one melee attack. Also effects adjacent allies. Block effect: attacker takes 20...68...80 damage and suffers Cracked Armor (3...21...25 seconds). No effect unless you have a sword equipped.
Deadly Riposte - 5
0
10
- (Tactics) - Skill. (8 seconds). Blocks one melee attack. Also effects adjacent allies. Block effect: attacker takes 15...75...90 damage and suffers Bleeding (3...21...25 seconds). No effect unless you have a sword equipped.
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Soldier's Defense - 5
0
10
- (Tactics) - Stance. (1...4...5 seconds.) You have 75% chance to block while under the effects of a chant or shout. You take 5...17...20 less damage if attacking foe is near any of your allies.
Soldier's Speed - 5
0
10
- (Tactics) - Stance. (1...4...5 seconds.) You move 50% faster while under the effects of a chant or shout. You are healed for 50...98...110 if target foe is near any of your allies.
Soldier's Stance - 5
0
10
- (Tactics) - Stance. (1...4...5 seconds.) You attack 33% faster while under the effects of a shout or chant. Interrupts actions if target foe is near any of your allies.
Soldier's Strike - 5
0
4
- (Tactics) - Melee Attack. Deals +10...34...40 damage while under the effects of a shout or chant. Unblockable if target foe is near any of your allies.
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Symbolic Strike - 4
0
0
- (Tactics) - Melee Attack. Deals +10...16...18 (maximum 70) for each signet you have equipped.
[edit] Ranger
Ferocious Strike - 5
0
8
- (Beast Mastery) - Elite Pet Attack. Deals +13...25...28 damage to nearby foes. You gain adrenaline, 5...41...50 Health and 3...9...10 Energy if target foe is enchanted.
Enraged Lunge - 5
0
5
- (Beast Mastery) - Elite Pet Attack. Inflicts Deep Wound condition (5...17...20 seconds). Deals +10...42...50 damage and causes knocked down if target was suffering from a condition.
Heal as One - 5
1
8
- (Beast Mastery) - Elite Skill. Heals you and your pet for 25...121...145. No effect unless either you or your pet are below 75% Health. (5 seconds.) Negates the next fatal damage you or your pet takes. Negation effect: heals both you and your pet for 15...83...100% Health. If your pet is dead, that pet is resurrected with 15...83...100% Health. If you have Heal as One equipped, your animal companion will travel with you.
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Revive Animal - 10
2
20
- (Beast Mastery) - Skill. Resurrects all allied pets (10...50...60% Health) within range. (10 seconds.) Negates the next fatal damage an allied pet takes. Negation effect: heals that pet for 10...77...94% Health. If you have Revive Animal equipped, each party member's animal companion will travel with them.
Companionship - 5
2
10
- (Beast Mastery) - Skill. Heals you for 30...102...120 if you have less Health than your pet. Heals your pet for 30...102...120 if it has less Health than you. Both you and your pet gain 30...102...120 Health the next time damage drops your Health or your pet's Health below 50%.
[edit] Monk - See Lancy' Page -
[edit] Necromancer
Order of Undeath - -1
10
¾
7
- (Death Magic) - Elite Enchantment Spell. (3...5...6 seconds.) Your undead servants move and attack 33% faster, deals +3...13...16 damage and always critical hit. They gain +1 Health regeneration for each minion you control. You lose 2% of your maximum Health whenever your servants hit.
- Upkeep Cost: While you maintain this enchantment, you gain -1 Health degeneration for each minion you control.
Blood Bond - -1
5
1
2
- (Blood Magic) - Elite Enchantment Spell. Target ally has +1...5...6 Health regeneration and sacrifices 33% less health. Cannot self-target.
- Upkeep Cost: You have -3 Health degeneration for each ally enchanted with Blood Bond.
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Animate Flesh Golem - 10
3
30
- (Death Magic) - Elite Animate Spell. Creates a level 3...21...25 flesh golem which leaves a fresh corpse when it dies. You gain Health equal to the damage it deals. Minions within earshot of Flesh Golem deal 5...17...20 less damage and steal 5...17...20 Health when they attack. Exploits a fresh corpse. You can have only one flesh golem at a time.
Jagged Bones - 5
1
15
- (Death Magic) - Elite Animate Spell. All of your Minions die. Each undead servant (maximum 1...4...5) is replaced by a level 0...12...15 jagged horror that inflicts Bleeding with attacks. All your other Death Magic skills are recharged if at least 1...4...5 minions dies in this way.
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Verata's Aura - 33%
1
¾
30
- (Death Magic) - Enchantment Spell. (120...264...300 seconds.) Become master of all earshot hostile undead servants. End effect: your undead servants become masterless. 50% failure chance unless Death Magic 5 or more.
Verata's Bond - 33%
1
2
30
- (Death Magic) - Enchantment Spell. Receive 20% less benefit from healing (30...54...60 seconds). Transfers 15...63...75% of incoming damage from youself to your nearest undead servant and are immune to critical attacks.
Verata's Gaze - 33%
1
2
15
(Death Magic) - Destroy target minion. Animates a level 1...14...17 Bone Horror. You don't sacrifice Health if target is already masterless.
Verata's Promise - 33%
1
2
30
- (Death Magic) - Enchantment Spell. All of your Minions die. You gain 3...6...7 Health regeneration (5...13...15 seconds) and all your Death Magic skills recharge if 1...4...5 minions dies in this way.
Verata's Sacrifice - 33%
1
2
30
- (Death Magic) - Enchantment Spell. Reduces your maximum Health by half (15...39...45 seconds). Reduces damage you take and health you sacrifice by 20%, and an additional 5% for each minion you control.
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Dark Fury - 17%
10
¾
7
- (Blood Magic) - Enchantment Spell. Enchants party members in earshot (3...5...6 seconds). These party members gain 0...2...2 strikes of adrenaline each time they hit with an attack.
Order of Pain - 17%
10
¾
7
- (Blood Magic) - Enchantment Spell. Enchants party members in earshot (3...5...6 seconds). +3...13...16 more damage whenever these party members hit with physical damage.
Order of Apostasy - 25
¾
7
- (Curses) - Elite Enchantment Spell. Enchants party members in earshot (3...5...6 seconds). These party members remove one enchantment when they deal physical damage. +3...13...16 more damage whenever these party members strikes hit foe under a Necromancer hex. Removal cost: for each Monk enchantment, you lose 25...17...15% maximum Health.
Order of the Vampire - 17%
5
¾
7
- (Blood Magic) - Elite Enchantment Spell. Enchants party members in earshot (3...5...6 seconds). These party members steal 3...13...16 Health and 1 Energy when they hit with physical damage. They deal -3...13...16 less damage if under another Necromancer enchantment.
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Blood is Power - 33%
1
¼
0
- (Blood Magic) - Elite Enchantment Spell. (10 seconds.) +3...5...6 Energy regeneration and sacrifices 33% less health. Cannot self-target.
Jagged Bones - 5
1
45
- (Death Magic) - Enchantment Spell. All of your Minions die. Each undead servant (maximum 1...4...5) is replaced by a level 0...12...15 jagged horror that inflicts Bleeding with attacks. All your Death Magic skills are recharged if at least 1...4...5 minions dies in this way.
Ravenous Gaze - 10
1
5
- (Blood Magic) - Elite Spell. Steals 15...27...30 Health. Steals 15...75...90 more if your target has more Health than you. If you are suffering from a Condition, you gain 7 Energy.
Vampiric Spirit - 5
1
8
- (Blood Magic) - Elite Enchantment Spell. Steal 5...41...50 Health from target foe. Reduces damage and sacrifice you take by half and you have +5...9...10 Health regeneration (10 seconds). End effect: heals you for 50...202...240. Reduces your maximum Health by half.
Offering of Blood - 20%
1
¼
15
- (Blood Magic) - Elite Enchantment Spell. You gain 8...18...20 Energy. (20 seconds.) Steal 15...27...30 Health from one nearby foe whenever you cast a spell or sacrifice life.
[edit] Mesmer - See Lancy' Page -
Air of Disenchantment - 10
1
10
- (Illusion Magic) - Elite Hex Spell. Remove one enchantment and one binded spell from target foe and all nearby foes. For 5...17...20 seconds, enchantments and binding spells expire 150...270...300% faster on those foes.
Shatter Storm - 10
1
0
- (No Attribute) - Elite Hex Spell. Target foe loses all Binded Spells and Enchantments. For each Enchantment or Binded Spell removed this way, Shatter Storm is disabled for an additional 5 seconds. This spell has no effect if either you or target foe are within earshot of a spirit.
Discharge Enchantment - 10
1
15
- (Inspiration Magic) - Spell. Remove one Enchantment and one Binded Spell from target foe. If that foe is Hexed, this Skill recharges 20...44...50% faster.
Signet of Disenchantment - 0
1
15
- (No Attribute) - Signet. Signet. Lose all Energy. Target foe loses one Enchantment and one Binded Spell.
Unnatural Signet - 0
1
40
- (Domination Magic) - Signet. Target foe takes 15...63...75 chaos damage. If that foe was a construct or summoned creature, this signet does double damage and recharges instantly.
[edit] Elementalist
Elemental Attunement - 10
2
45
- (Energy Storage) - Elite Enchantment Spell. (30...50...55 seconds.) Your elemental attributes are boosted by 0...2...2. You gain 50% of the Energy cost of any Air, Earth, Fire and Water Magic skills you use.
Glyph of Renewal - 5
1
10
- (Energy Storage) - Elite Glyph. (15 seconds.) Your next spell activates and recharges instantly. You gain 0...2...2 Energy for each point of Energy lost due to Exhaustion.
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Savannah Heat - 5
2
25
- (Fire Magic) - Elite Spell. Also hits foes near target's initial location. Deals 5...17...20 fire damage and inflicts Burning each second (5 seconds). Deals +5...17...20 fire damage for each second since casting this spell.
[edit] Assassin
10
Template:1
30
- concise description = Elite Enchantment Spell. Conceal yourself (5...18...21 seconds) in shadows. Enemies cease attacking and cannot see or target you. This Enchantment ends if you move or deal damage.
- concise description = Elite Enchantment Spell. (5...18...21 seconds.) Hostile spells targeting you fail and attacks against you miss. Ends if you attack or use a spell. End effect: lose all but 5...41...50 Health.
- concise description = For 5...21...25 seconds, all hostile Spells and attacks against you miss or fail, but all Enchantments, Hexes, and Stances you cast last ½ as long. Your current stance Ends and You deal 50% less damage with Spells and Traps.
[edit] Ritualist - See Lancy' Page -
- Spawning Power:
- supporting the use of Weapon Spells, Item Spells and Binding Rituals through improving skills
- inherent effect:
- Whenever you create a summoned creature, cast a weapon spell or hold an item spell, you gain 1 Energy for every 2 points in Spawning Power.
-
- Your Summoned Creatures have 10% more Health for every 2 points in Spawning Power.
- Your Weapon Spells duration last 5% longer for every 2 points in Spawning Power.
- Your Item Spells grant base Damage Reduction 1 (stacking) for every 2 points in Spawning Power.
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Reclaim Essence - 5
0
10
- (Spawning Power) - Elite Skill. Destroy target allied summoned creature. You gain 5...17...20 Energy. If target ally was a Spirit, this skill becomes the Ritual of target spirit.
Sight Beyond Sight - 5
¼
15
- (Spawning Power) - Enchantment Spell. (8...18...20 seconds.) Your next 0...4...5 Rituals uses your Spawning Power attribute instead of their normal attributes.
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Displacement - 15
¾
45
- (Communing) - Binding Ritual. Creates a level 1...11...14 spirit (30...54...60 second lifespan). Non-spirit allies within range have 30...66...75% chance to block. Block effect cost: this spirit takes 100...40...25% damage.
Shelter - 25
¾
45
- (Communing) - Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Non-spirit allies within range cannot lose more than 25...13...10% maximum Health from a single attack. Damage prevention cost: this spirit takes 75...51...45% damage.
Union - 15
¾
45
- (Communing) - Binding Ritual. Creates a level 1...10...12 spirit (30...54...60 second lifespan). Non-spirit allies within range gain 5...17...20 Damage reduction. Damage reduction cost: this spirit takes damage (maximum 5...17...20 damage).
[edit] Paragon
Cautery Signet - 0
2
15
- (Motivation) - Elite Signet. All party members lose all conditions. You gain 80...152...170 Health and 8...15...17 Energy and begin Burning (one second for each condition removed).
Remedy Signet - 0
1
4
- (Motivation) - Elite Signet. Removes one hex and one condition. If you are not enchanted, you remove one hex and one condition. Cannot self-target.
Please use proper naming monikers to match skill functions...
- Anthem - Triggered by Attack skills.
Anthem of Fury - 5
1
10
- (Leadership) - Elite Chant. You gain 2 adrenaline. (10 seconds.) Party members in earshot gain 1...3...4 adrenaline with their next attack skill.
- Aria - Triggered by Spell activation.
- Ballad - Triggered by taking damage.
- Lyric - Triggered by Signet activation.
- Song - Triggered by Skill activation.
Hexbreaker Aria -aka- Hexbreaker Song - 8
2
0
- (Leadership) - Chant. (10 seconds.) Allies in earshot lose 1...2...2 hexes with their next skill. Ends on other allies.
- Finales - Instant effect triggered whenever a Chant or Shout ends on the target.
Inspirational Speech - 5
1
20
- (Leadership) - Echo. (10...30...35.) Target ally gains 1...3...4 strike(s) of adrenaline whenever a shout or chant ends on that ally. Cannot self-target. You lose all adrenaline whenever a chant or shout ends.
- Harmonics - Enhanced effects while under the effects of a Chant or Shout.
Angelic Protection - 5
1
30
- (Leadership) - Echo. (10...30...35 seconds.) Each second that target ally takes damage over 250...130...100 while under the effects of a shout or chant, that ally is healed for any damage over that amount. Cannot self-target.
Natural Temper - 3
0
0
- (Leadership) - Echo. (10...30...35 seconds.) You gain 50% more adrenaline while under the effects of a shout or chant. You lose all enchantments while under the effects of a shout or chant.
- Refrains - Continuous effects with resetting durations whenever a Chant or Shout ends on the target ally.
Focused Anger - 10
1
20
- (Leadership) - Elite Echo. (5...21...25 seconds.) You gain 50...170...200% more adrenaline. Renewal: whenever a chant or shout ends on you.
"The Power Is Yours!" - 4
, 0
0
0
- (Motivation) - Elite Shout. (3 seconds.) You lose all Energy. Allies within earshot gain 0...2...3 Energy regeneration.
-
- "This Is Where They Die!" - 10
0
15
- Elite Shout. (5...17...20 seconds.) Earshot allies deals +5...41...50 with attacks. These allies inflicts Cracked Armor and Deep Wound condition (5...17...20 seconds). Ends after the next successful attack. Ends on other allies.
- "This Is Where They Die!" - 10
[edit] Dervish
[edit] New Skill & Mechanics Wish-List -HERE-
(...coming soon...)
- "Fetch Overhere!" - 5
0
20
- (Beast Mastery) - Shadow Shout. Your pet shadow steps to target foe and deals +1...13...16 damage. If your pet dealt critical damage, both target foe and pet shadow steps to your location. You lose all energy.
- "Fetch Overhere!" - 5
- "On Your Feet!" - 10
0
0
0
- (Command) - Rez Shout. Lose all adrenaline. (10 seconds.) Ends the next time an party member within earshot dies. End effect: One random party member within earshot teleports to your location and is resurrected with 20...44...50% Health and 20...44...50% Energy. Ends on other allies.
- "On Your Feet!" - 10
- Unyielding Refrain - 5
2
20
- (Motivation) - Elite Rez Echo. For 5...21...25 seconds, you have -10 Energy degeneration (10 seconds) and do not suffer death penalty. Whenever Unyielding Refrain is applied, one randon party member within earshot is resurrected with full Health and Energy. This Echo is reapplied every time a Chant or Shout ends on you.
- Unyielding Refrain - 5
[edit] PvE-Skills & Removed Skills Wish-List -HERE-
(http://wiki.guildwars.com/wiki/List_of_removed_skills)
[edit] Lightbringer PvE-Skills
[edit] Monk
- Smiter's Boon - 10
¼
10
- (Lightbringer rank) - Enchantment Spell. (30 seconds.) Your Smiting Prayers have double Divine Favor healing bonus. You deal 20...36...40 holy damage to foes adjacent to target ally or foe.
- Smiter's Boon - 10
[edit] Ritualist
- Weapon of Mastery - 10
1
45
- (Lightbringer rank) - Weapon Spell. (15...51...60 seconds.) Your attacks use Spawning Power/Channeling Magic instead of your normal weapon attribute.
- Weapon of Mastery - 10
[edit] Elementalist
- Lightning Storm - 25
3
30
- (Lightbringer rank) - Storm Spell. (10 seconds.) Hits one foe in the area of target's location each second. Deals 14...61...73 lightning damage. Interrupts actions. 25% armor penetration.
- Energy Font - 25
3
30
- (Lightbringer rank) - Ward Spell. Remove all enchantments. For 15...51...60 seconds, allies in the area gain +2 Energy regeneration.
- Lightning Storm - 25
[edit] Mesmer
- Confusion - 15
2
20
- (Lightbringer rank) - Hex Spell. For 8...18...21 seconds, target foe's attacks may damage any character in range, including the target.
- Confusion - 15
[edit] PvE-turned into Normal Skills
/
Avatar of Abaddon / Avatar of Kormir
Ursan Blessing - 15
0
60
- (Beast Mastery) - Elite Nature Form. You lose all effects and take on the aspect of the bear (60 seconds).
- Your non-Beast Mastery attributes are set to 0 and bear attacks replace your 1-5 skills. You have 80...104...110 armor and 750...870...900 Health, and gain 0...2...2 Energy every time you take or deal damage.
Raven Blessing - 5
0
60
- (Beast Mastery) - Elite Nature Form. You lose all effects and take on the aspect of the raven (60 seconds).
- Your non-Beast Mastery attributes are set to 0 and raven attacks replace your 1-5 skills. You have 60...84...90 armor and 550...670...700 Health, and 20...32...35% block chance.
Volfen Blessing - 10
0
60
- (Beast Mastery) - Elite Nature Form. You lose all effects and take on the aspect of the wolf (60 seconds).
- Your non-Beast Mastery attributes are set to 0 and wolf attacks replace your 1-5 skills. You have 70...94...100 armor and 650...770...800 Health, and 1...3...4 Health regeneration.
--Falconeye with an implement like this, how long do you think it will take to see Wild-Shaped rangers outnumbering the Daggers, Scythes, Spears, and Hammers rangers?
Summon Naga Shaman -
, 10
3
60
- (Earth Magic) - Summon Spell. You suffer from Summoning Sickness (60 seconds). Summon a level 5...20 Naga Shaman (deals earth damage on normal attacks) that has Stoning, Ebon Hawk, Glowstone, Glyph of Lesser Energy and Glyph of Restoration. (Skill attribute ranks are equal to yours.) Only 1 maintained Elemental Summon can be active at a time. You suffer Exhaustion if Naga Shaman dies or otherwise unsummoned.
Summon Ruby Djinn -
, 10
3
60
- (Fire Magic) - Summon Spell. You suffer from Summoning Sickness (60 seconds). Summon a level 5...20 Ruby Djinn (deals fire damage on normal attacks) that has Immolate, Fireball, Glowing Gaze, Glyph of Lesser Energy and Glyph of Restoration. (Skill attribute ranks are equal to yours.) Only 1 maintained Elemental Summon can be active at a time. You suffer Exhaustion if Ruby Djinn dies or otherwise unsummoned.
Summon Ice Imp -
, 10
3
60
- (Water Magic) - Summon Spell. You suffer from Summoning Sickness (60 seconds). Summon a level 5...20 Ice Imp (deals cold damage on normal attacks) that has Ice Spikes, Vapor Blade, Glowing Ice, Glyph of Lesser Energy and Glyph of Restoration. (Skill attribute ranks are equal to yours.) Only 1 maintained Elemental Summon can be active at a time. You suffer Exhaustion if Ice Imp dies or otherwise unsummoned.
Summon Mursaat -
, 10
3
60
- (Air Magic) - Summon Spell. You suffer from Summoning Sickness (60 seconds). Summon a level 5...20 Mursaat (deals lightning damage on normal attacks) that has Enervating Charge, Lightning Orb, Shock Arrow, Glyph of Lesser Energy and Glyph of Restoration. (Skill attribute ranks are equal to yours.) Only 1 maintained Elemental Summon can be active at a time. You suffer Exhaustion if Mursaat dies or otherwise unsummoned.
--Falconeye Summoning skills may be a tad underpowered because they can only use one Skill. You have to give up one of your skill slots to create a creature that can only cast one spell... and you don't even get to pick the target. While having an extra 'Helper' to aggro is advantageous in-itself... giving another spell or two - at cost of upkeep and Summoning Sickness - really gives them the edge they need to be good competition for non-elite skill slot. That sounds fair, sacrificing one of your own skills for a helper with 2-attack skills and 3-utility skills, that doesn't degrade/kill itself off or die due to Lifespan, but without the ability to control what it does.
- Trash Bin
- Your Energy returns to maximum and you have -2 Energy degeneration. Ends when your Energy drops to 0.
[edit] Random Sandbox
| Armor bonuses | ||
|---|---|---|
| Factions | Berserker's, Dreadnought's, Gladiator's, Knight's, Legionnaire's, Sentinel's, Stonefist | |
| Armor bonuses | |
|---|---|
| Factions | Acolyte's, Ascetic's, Disciple's, Judge's, Monk's, Shepherd's, Wanderer's |
| Armor bonuses | |
|---|---|
| Factions | Charlatan's, Enchanter's, Masquerade, Mesmer's, Rogue's, Savant's, Virtuoso's |
| Armor bonuses | |
|---|---|
| Core | Emissary's, Halcyon's, Harbinger's, Mystic's, Oracle's, Ritualist's, Shaman's |
| Armor bonuses | |
|---|---|
| Factions | Infiltrator's, Nightstalker's, Saboteur's, Shrouded, Valkyrie's, Vanguard's |
- "Rune of Resistance (Cracked Armor & Burning)"
- example, damage+15%/Health Regeneration-1. There were also mods for different atts that could be found on non-corresponding off-hand items. For example, a Strength shield with +1 Air Magic (20%).
- extend hexes by 20%' upgrade
| Name | Bonus |
|---|---|
[edit]
| |
| Knight's | Received physical damage -3 |
| Lieutenant's | Reduces Hex durations on you by 20% and damage dealt by you by 5% (Non-stacking) Armor -20 |
| Stonefist | Increases knockdown time on foes by 1 second. (Maximum: 3 seconds) |
| Bloodstained | Reduces casting time of spells that exploit corpses by 25% (Non-stacking) |
[edit]
| |
| Survivor | Health +15 (on chest armor) Health +10 (on leg armor) Health +5 (on other armor) |
| Radiant | Energy +3 (on chest armor) Energy +2 (on leg armor) Energy +1 (on other armor) |
| Saboteur's | Armor +10 (vs. physical damage) Armor +15 (vs. Slashing damage) |
| Infiltrator's | Armor +10 (vs. physical damage) Armor +15 (vs. Piercing damage) |
| Vanguard's | Armor +10 (vs. physical damage) Armor +15 (vs. Blunt damage) |
| Stormbound | Armor +10 (vs. elemental damage) Armor +15 (vs. Lightning damage) |
| Earthbound | Armor +10 (vs. elemental damage) Armor +15 (vs. Earth damage) |
| Frostbound | Armor +10 (vs. elemental damage) Armor +15 (vs. Cold damage) |
| Pyrebound | Armor +10 (vs. elemental damage) Armor +15 (vs. Fire damage) |
| Anchorite's | Armor +5 (while recharging 1 or more skills) Armor +5 (while recharging 3 or more skills) Armor +5 (while recharging 5 or more skills) Armor +5 (while recharging 7 or more skills) |
[edit]
| |
| Dreadnought's | Armor +10 (while in a stance) Armor +15 (while attacking) |
| Sentinel's | Received Damage reduction -3 (Requires 13 Strength) Armor +20 (vs. elemental damage) |
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| Scout's | Armor +10 (while affected by a Preparation) Armor +15 (while attacking) |
| Beastmaster's | Armor +10 (while your pet is alive) Armor +15 (while affected by a Nature Ritual) |
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| Blessed | Armor +10 (while affected by an Enchantment Spell) Armor +20 (while affected by a Hex Spell) |
| Disciple's | Armor +10 (while -not- attacking) Armor +15 (while affected by a Condition) |
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| Minion Master's | Armor +5 (while you control 1 or more minions) Armor +5 (while you control 3 or more minions) Armor +5 (while you control 5 or more minions) Armor +5 (while you control 7 or more minions) Armor +5 (while you control 9 or more minions) |
| Undertaker's | Armor +5 (while health is below 100%) Armor +5 (while health is below 80%) Armor +5 (while health is below 60%) Armor +5 (while health is below 40%) Armor +5 (while health is below 20%) |
| Tormentor's | Armor +10 (versus all damage-types [except Holy damage]) Armor -20 (versus Holy damage) Holy damage you receive increased by 1 (for each equipped Hex Spell) All damage receives Damage reduction -1 (for each equipped Hex Spell) |
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| Virtuoso's | Armor +10 (while in a stance) Armor +15 (while activating skills) |
| Artificer's | Armor +3 (for each recharging Spell) Armor +3 (for each equipped Signet) |
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| Voidmancer | Armor +10 (versus foes with less energy then you) Armor +15 (while exhausted) |
| Prismatic | Armor +5 (requires 9 Energy Storage) Armor +5 (requires 9 Air Magic) Armor +5 (requires 9 Earth Magic) Armor +5 (requires 9 Fire Magic) Armor +5 (requires 9 Water Magic) |
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| Nightstalker's | Armor +10 (versus a hexed or conditioned foe) Armor +15 (while attacking) |
| Executioner's | Immunity to 50% of critical hits (Requires 13 Critical Strikes) Armor +20 (vs. physical damage) |
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| Ghost Forge | Armor +10 (while holding an item) Armor +15 (while affected by a Weapon Spell) |
| Spirit Lord's | Armor +5 (while you control 1 or more Spirits) Armor +5 (while you control 2 or more Spirits) Armor +5 (while you control 3 or more Spirits) Armor +5 (while you control 4 or more Spirits) Armor +5 (while you control 5 or more Spirits) |
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| Warlord's | Armor +5 (while earshot of 1 or more foes) Armor +5 (while earshot of 3 or more foes) Armor +5 (while earshot of 5 or more foes) Armor +5 (while earshot of 7 or more foes) Armor +5 (while earshot of 9 or more foes) |
| Centurion's | Armor +10 (while affected by a Shout, Echo, or Chant) Armor +15 (while attacking) |
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| Windwalker | Armor +5 (while affected by 1 or more Enchantment Spells) Armor +5 (while affected by 2 or more Enchantment Spells) Armor +5 (while affected by 3 or more Enchantment Spells) Armor +5 (while affected by 4 or more Enchantment Spells) Armor +5 (while affected by 5 or more Enchantment Spells) |
| Forsaken | Armor +10 (while -not- affected by an Enchantment Spell) Armor +15 (while attacking) |


