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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Character & Guild |
Active Rituals & Linkies |
Ritualists By Nature | ||||||||||||||||||
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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 Role DAMAGER
DEFENDER
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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.
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- 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 and +1 to all Attributes.
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- "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
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