User:Falconeye/Sandbox/Outdated suggestions

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Warrior[edit]

5 Energy0 Activation time5 Recharge time - (Strength) - Elite Stance. (1...8...10 second[s].) You move 33% faster. Deal +10...34...40 damage and gain +0...2...3 adrenaline with your next melee hit. Ends when you hit or if you use a skill.

5 Energy0 Activation time45 Recharge time - (Strength) - Shout. (8...14...15 seconds.) You gain 1 extra strike of adrenaline whenever you hit with an attack. Ends if you use any non-adrenaline skills.

5 Energy0 Activation time45 Recharge time - (Strength) - Shout. (15...27...30 seconds.) You gain 100% more adrenaline. Ends if you use any non-adrenaline skills.



9 Adrenaline½ Activation time0 Recharge time - (Strength) - Elite Touch Attack. Deals +5...41...50 damage. Interrupts an action. Interruption effect: Inflicts Dazed condition (10 seconds) if action was a spell.

5 Adrenaline½ Activation time0 Recharge time - (Swordsmanship) - Elite Sword Attack. Deals +10...34...40 damage. Interrupts an action. Interruption effect: Inflicts Dazed condition (5 seconds) if action was a skill.

10 Adrenaline½ Activation time0 Recharge time - (Spear Mastery) - Elite Spear Attack. Deals +5...25...30 damage. Interrupts an action. Interruption effect: Inflicts Dazed condition (4...9...10 seconds) if action was a skill.



5 Adrenaline0 Activation time1 Recharge time - (Axe Mastery) - Elite Axe Attack. Deals +4...10...12 damage to all foes adjacent to you. (You attack three times with Strength 8 or higher.)

4 Adrenaline0 Activation time0 Recharge time - (Axe Mastery) - Elite Axe Attack. Deals +5...17...20 damage and removes a stance. Unblockable. Inflicts Cracked Armor condition (5...17...20 seconds).



8 Adrenaline0 Activation time0 Recharge time - (Hammer Mastery) - Elite Hammer Attack. Also affects foes adjacent to target foe. Deals 15...51...60 damage and causes knock down. 50% failure chance unless Hammer Mastery is 5 or more.

8 Adrenaline0 Activation time0 Recharge time - (Hammer Mastery) - Elite Hammer Attack. Causes knock down. If target foe is enchanted, this attack is unblockable and inflicts Dazed condition (1...7...8 seconds).



5 Energy0 Activation time15 Recharge time - (Tactics) - Stance. (1...5...6 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.

5 Energy0 Activation time15 Recharge time - (Tactics) - Stance. (1...5...6 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.

5 Energy0 Activation time15 Recharge time - (Tactics) - Stance. (1...5...6 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.

5 Energy0 Activation time4 Recharge time - (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.

4 Adrenaline0 Activation time0 Recharge time - (Tactics) - Melee Attack. Deals +10...16...18 (maximum 70) for each signet you have equipped.



Ranger[edit]

5 Energy¾ Activation time4 Recharge time - (Marskmanship) - Elite Bow Attack. Deals +10...22...25 damage. 10% armor penetration. You gain 1...7...9 Energy if you have a preparation active.

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5 Energy0 Activation time8 Recharge time - (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.

5 Energy0 Activation time5 Recharge time - (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.

5 Energy1 Activation time8 Recharge time - (Beast Mastery) - Elite Skill. Removes 0...2...2 hexes and conditions from you and your pet. 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. -

10 Energy2 Activation time20 Recharge time - (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.

5 Energy1 Activation time8 Recharge time - (Beast Mastery) - Skill. Heals you for 30...102...120 and removes and removes 0...2...2 conditions if you have less Health than your pet. Heals your pet for 30...102...120 and removes 0...2...2 conditions 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%.


Monk[edit]

Divine Favor[edit]

Elites[edit]

5 Energy¾ Activation time5 Recharge time - (Divine Favor) - Elite Spell. Removes one hex and one condition. Heals for 10...114...140 Health.

5 Energy¼ Activation time10 Recharge time - (Divine Favor) - Elite Enchantment Spell. Transfer all conditions from all allies to you. Upkeep effect: Whenever you cast a Monk spell on an ally, that ally is healed for 15...51...60 Health and you transfer one condition to yourself.

0 Energy¼ Activation time12 Recharge time - (Divine Favor) - Elite Signet. You remove 1 hex and 1 condition for each enchantment you are maintaining. (8 seconds.) Whenever you cast a Spell, you heal for an additional + 5...29...35 Health (maximum 60) and gain 0...2...3 Energy (maximum 6) for each enchantment you have equipped.

5 Energy0.25¼ Activation time15 Recharge time - (Divine Favor) - Elite Enchantment Spell. (10 seconds.) Negates the next fatal damage target ally takes. Negation effect: heals for 26...197...240 and removes all hexes and conditions.

15 Energy1 Activation time12 Recharge time - (Divine Favor) - Elite Spell. Transfer 0...2...3 hexes from target ally to yourself. That allies' party members also lose these hexes. Heals target's allied party members for 5...29...35 Health (maximum 120) for each hex transferred. You gain 0...2...3 Energy (maximum 12) for each hex transferred. Cannot self-target.

Spells[edit]

5 Energy1 Activation time15 Recharge time - (Divine Favor) - Spell. Heals you and party members within earshot for 15...51...60. Heals for 5...53...65 more if an earshot party member is dead.

5 Energy1 Activation time15 Recharge time - (Divine Favor) - Spell. Heals you and party members within earshot for 15...51...60. Resurrects a random other party member with 5...29...35% Health and zero Energy.

25 Energy8 Activation time0 Recharge time - (Divine Favor) - Spell. "Resurrects all dead party members in the area with full Health and 15...83...100% Energy."

5 Energy1 Activation time10 Recharge time - (Divine Favor) - Spell. "Removes all your enchantments. Party members are healed for 5...41...50 Health. Heals an additional 5...29...35 to earshot allies for each Monk Enchantment removed."

5 Energy1 Activation time12 Recharge time - (Divine Favor) - Enchantment Spell. "Remove 1...3...3 hexes from target ally. For each Divine Favor skill equipped, that ally cannot be the target of enemy hexes for 1...3...3 seconds (maximum 6)." Cannot self-target.

5 Energy¼ Activation time8 Recharge time - (Divine Favor) - Spell. Target ally is healed for 5...29...35 health. If target ally is under the effects of an enchantment, you gain 5...9...10 energy.

Enchants[edit]

5 Energy¼ Activation time10 Recharge time - (Divine Favor) - Enchantment Spell. (1...48...60 seconds.) You move 25% faster. Your Monk skills activate 25...45...50% faster. Ends if you cast an Enchantment.

5 Energy¼ Activation time10 Recharge time - (Smiting Prayers) - Enchantment Spell. (30 seconds.) You have +0...2...2 to Smiting Prayers skills and have double Divine Favor healing bonus. Ends if you cast an Healing Prayers or Protection Prayers skill.

5 Energy¼ Activation time5 Recharge time - (Divine Favor) - Enchantment Spell. For 10 seconds, target ally gains +1...3...4 Health regeneration. If this enchantment ends prematurely, target ally gains 30...106...125 health and you gain 3 energy.

Healing Prayers[edit]

Elites[edit]

5 Energy1 Activation time7 Recharge time - (Healing Prayers) - Elite Spell. "You and target ally lose 1 condition and 1 hex. You are both healed for 50...114...130 Health." Cannot self-target.

5 Energy1 Activation time5 Recharge time - (Healing Prayers) - Elite Enchantment Spell. (5 seconds.) Heals 5...21...25 health each second.

5 Energy¼ Activation time5 Recharge time - (Healing Prayers) - Elite Enchantment Spell. (5...17...20 seconds.) Your Healing Prayers skills recharge 25% faster and cost -1...3...3 Energy. All your healing Spells heal for 25% less Health."

5 Energy¼ Activation time8 Recharge time - (Healing Prayers) - Elite Enchantment Spell. "Target ally is enchanted with Healing Hands for 3 seconds. Incoming damage is reduced to 10% of target's maximum Health. Whenever ally takes damage, or suffers and recovers from a condition or hex , all earshot party members are healed for 5...29...35 Health."

5 Energy¼ Activation time5 Recharge time - (Healing Prayers) - Elite Enchantment Spell. "Target ally is enchanted for 2 seconds. When Healing Light ends, that ally is healed for 15...103...125 Health and jumps to nearest injured ally, healing them for 15...83...100 Health. Healing Light can only jump 0...2...2 times." Only one copy of this spell may be active at a time.

Enchants[edit]

5 Energy1 Activation time5 Recharge time - (Healing Prayers) - Enchantment Spell. Removes one condition. Removal effect: +1...3...4 Health regeneration (30 seconds).

5 Energy¼ Activation time8 Recharge time - (Healing Prayers) - Enchantment Spell. Target ally is enchanted with Healing Ring. (3...7...8 seconds.) Heals adjacent allies for 5...29...35 Health each second. Target ally is not healed.

10 Energy1 Activation time5 Recharge time - (Healing Prayers) - Enchantment Spell. Heals for 20...92...110. You are enchanted with Healing Ribbon. (10 seconds.) Heals two additional allies near target ally for 10...82...100 whenever you target an ally with a spell. Cannot self-target.

10 Energy2 Activation time10 Recharge time - (Healing Prayers) - Enchantment Spell. Target ally gains +1...3...4 Health regeneration and +1 Energy regeneration. You lose 1 Energy each time target ally casts a spell.

5 Energy¼ Activation time12 Recharge time - (Healing Prayers) - Enchantment Spell. "For 3...7...8 seconds, target other ally is healed 100% of the damage caused while knocked down."

- See Ancestors' Rage.

Spells[edit]

15 Energy1 Activation time10 Recharge time - (Healing Prayers) - Ward Spell. You channel a Heal Area at your location. For 5 seconds, non-spirit allies in the area are healed for 10...22...25 Health each second. When this spell ends, non-spirit allies in its area are healed for 40...88...100.

10 Energy¾ Activation time3 Recharge time - (Healing Prayers) - Spell. Heals target and adjacent allies for 15...83...100 Health. Heals an additional 10...66...80 health to enchanted and hexed allies. Cannot self-target.

5 Energy1 Activation time3 Recharge time - (Healing Prayers) - Half Range Spell. Heals for 40...88...100 Health. You gain 40...88...100 Health if you are Enchanted. Cannot self-target.

5 Energy1 Activation time5 Recharge time - (Healing Prayers) - Spell. Heals for 20...56...65. Heals for 30...74...85 more if target ally is below 50% Health. Cannot self-target.

5 Energy1 Activation time5 Recharge time - (Healing Prayers) - Touch Spell. Heals for 30...126...150. Also heals allies adjacent to your target. You lose 5 Energy if more than one ally is healed.

5 Energy1 Activation time2 Recharge time - (Healing Prayers) - Spell. Heal target ally for 20...60...70 Health. If your target has an Enchantment, you gain 1...3...3 Energy." Cannot self-target.

5 Energy¼ Activation time4 Recharge time - (Healing Prayers) - Spell. Heals for 15...51...60. Heals for 15...63...75 more if target ally has a condition.

Protection Prayers[edit]

Elites[edit]

5 Energy¼ Activation time7 Recharge time - (Protection Prayers) - Elite Enchantment Spell. "Target ally loses 1...7...9 hexes. (8 seconds.) +1...7...8 health regeneration. Removal effect: ally gains +10 armor for each hex removed."

0 Energy1 Activation time5 Recharge time - (Protection Prayers) - Elite Signet. Removes one condition from target ally. Heals for 15...63...75 and removes one hex if target ally is enchanted.

5 Energy¼ Activation time8 Recharge time - (Protection Prayers) - Elite Enchantment Spell. (3 seconds.) Incoming damage is reduced to 5% of target's maximum Health. Converts incoming damage to healing (maximum 6...49...60).

5 Energy¼ Activation time3 Recharge time - (Protection Prayers) - Elite Enchantment Spell. "Remove 1...3...3 conditions from target ally. (8 seconds.) Negates the next 0...2...2 incoming damage or life steal, and converts them (maximum 20...84...100) to healing."

5 Energy¼ Activation time8 Recharge time - (Protection Prayers) - Elite Enchantment Spell. "Heal target ally for 10...70...85 Health. (5 seconds.) Enchantments last 60% longer on that ally, gain double benefit from Divine Favour health gains and cost 5 less Energy to cast (Minimum cost: 1 energy)."

10 Energy¼ Activation time10 Recharge time - (Protection Prayers) - Elite Enchantment Spell. (3...9...10 seconds.) 75% chance to block. +15...27...30 armor. Whenever Shield of Deflection fails to block, target ally and all nearby allies are healed for 16...67...80 Health.

15 Energy¼ Activation time8 Recharge time - (Protection Prayers) - Elite Enchantment Spell. "(5...11...13 seconds.) target ally has +3...9...10 Health regeneration, damage reduction 5...29...35, and gains +40 additional armor."

5 Energy¼ Activation time5 Recharge time - (Protection Prayers) - Elite Enchantment Spell. (4...8...9 seconds.) Reduces incoming damage by 10 each time target ally takes damage. Damage effect: removes 1 condition and 1 hex.

Spells[edit]

5 Energy6 Activation time6 Recharge time - (Protection Prayers) - Spell. "Resurrect target party member. Target party member is returned to life with 50...90...100% Health and 25% Energy." Your Protection Prayers skills are disabled for 5 seconds.

5 Energy1 Activation time12 Recharge time - (Protection Prayers) - Spell. Removes 0...2...2 hexes from target ally. Removal effect: heals for 5...57...70.

5 Energy¾ Activation time5 Recharge time - (Protection Prayers) - Spell. Removes one condition. Removal effect: heals for 5...57...70 and removes one hex. Cannot self-target.

5 Energy¾ Activation time3 Recharge time - (Protection Prayers) - Spell. Remove one condition from target ally. For each remaining Condition, that ally is healed for 5...57...70 Health.

5 Energy¼ Activation time3 Recharge time - (Protection Prayers) - Spell. "Removes all conditions from target ally. For each condition removed, this spell takes an additional 3...1...1 seconds to recharge." Cannot self-target.

Enchants[edit]

5 Energy¼ Activation time12 Recharge time - (Protection Prayers) - Enchantment Spell. (3 seconds.) Target ally cannot take more than 5% damage or life steal from a single attack or spell. When Protective Bond prevents damage, you lose 10...4...2 energy.

5 Energy¼ Activation time2 Recharge time - (Protection Prayers) - Enchantment Spell. (8 seconds.) Converts the next incoming damage or life steal (maximum 15...67...80) to healing.

10 Energy¼ Activation time12 Recharge time - (Protection Prayers) - Enchantment Spell. (5 seconds.) Target ally has a 75% chance to block incoming attacks. The next time target ally doesn't block an attack, that ally is healed for 15...71...85 health and Shield Guardian ends."

5 Energy¼ Activation time10 Recharge time - (Protection Prayers) - Enchantment Spell. (8 seconds.) Reduces incoming damage and life steal by 3...15...18. End effect: heals for 5...41...50 Health.

10 Energy¾ Activation time2 Recharge time - (Protection Prayers) - Enchantment Spell. While you maintain this Enchantment, target ally has +40...168...200 maximum Health. End effect: ally is healed for 40...168...200.

5 Energy1 Activation time6 Recharge time - (Protection Prayers) - Enchantment Spell. While you maintain this Enchantment, Conditions expire 5...65...80% faster on target ally and heals for 5...57...70 Health whenever ally suffers from a condition." End effect: removes a condition.

5 Energy1 Activation time12 Recharge time - (Protection Prayers) - Enchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast and heals for 15...63...75 Health whenever ally is hexed." End effect: removes 1...2...2 hexes.

Signets[edit]

0 Energy2 Activation time20 Recharge time - (Protection Prayers) - Signet. "Removes all hexes and conditions. Heals for 10...58...70 Health for each hex or condition removed." Removal cost: 10...4...2 Energy each.

Smiting Prayers[edit]

Elites[edit]

5 Energy¼ Activation time12 Recharge time - (Smiting Prayers) - Elite Hex Spell. (8 seconds.) The next 1...4...5 attacks also heal that foes targets (maximum 15...79...95). The next 1...4...5 spells also deal holy damage to target allies of that foe (maximum 15...79...95)."

5 Energy1 Activation time5 Recharge time - (Smiting Prayers) - Elite Hex Spell. "(5...21...25 seconds.) You gain 0...2...2 Energy whenever target foe hits with an attack. Initial effect: deals 26...50...56 holy damage if it hits an attacking foe."

5 Energy¼ Activation time12 Recharge time - (Smiting Prayers) - Elite Enchantment Spell. (5...9...10 seconds.) Whenever target ally would be knocked down, the attacker is knocked down for 2...4...4 seconds instead. Deals 15...63...75 holy damage to all foes near target ally.

5 Energy¼ Activation time12 Recharge time - (Smiting Prayers) - Elite Enchantment Spell. (5...9...10 seconds.) Whenever target ally would block an attack, the attacker is knocked down for 2...4...4 seconds instead. Deals 15...63...75 holy damage to all foes near target ally.

10 Energy2 Activation time20 Recharge time - (Smiting Prayers) - Elite Spell. You channel a Ray of Judgment at targets location. (5 seconds.) Adjacent foes take 10...34...40 holy damage every second and begin burning for 1...5...6 seconds. Deals double damage to Demonic, Ghostly and Summoned creatures.

5 Energy¼ Activation time8 Recharge time - (Smiting Prayers) - Elite Enchantment Spell. (3 seconds.) Anyone striking target ally with an attack is knocked down, is dealt 5...41...50 holy damage, and burns for 1...5...6 seconds. Deals double damage to Demonic, Ghostly and Summoned creatures.

0 Energy1 Activation time20 Recharge time - (Smiting Prayers) - Elite Signet. Target foe is knocked down. If target foe is attacking or casting a spell, all nearby foes take 15...63...75 holy damage and burns for 1...5...6 seconds. Deals double damage to Demonic, Ghostly and Summoned creatures.

10 Energy1 Activation time8 Recharge time - (Smiting Prayers) - Elite Enchantment Spell. (3...7...8 seconds.) 75% chance to block. Adjacent foes are dealt 5...41...50 holy damage whenever that ally fails to block.

10 Energy1 Activation time2 Recharge time - (Smiting Prayers) - Elite Enchantment Spell. Deals 15...63...75 holy damage. Deals 5...9...10 more holy damage for each of target foe's equipped Hex skills.

Spells[edit]

5 Energy1 Activation time10 Recharge time - (Smiting Prayers) - Spell. Target foe takes 20...49...56 holy damage. This spell does double damage to nearby foes if targeting demonic, ghostly and summoned creatures.

5 Energy1 Activation time25 Recharge time - (Smiting Prayers) - Enchantment Spell. (30 seconds) Target ally deals Holy damage. End effet: creates a Kirin's Wrath at their location. Deals 8...27...32 holy damage each second (5 seconds) to nearby foes. Attacking foes take double damage. Cannot self-target.

5 Energy1 Activation time8 Recharge time - (Smiting Prayers) - Spell. Target foe is struck for 15...51...60 holy damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Divine Favor if target foe is attacking.

5 Energy1 Activation time10 Recharge time - (Smiting Prayers) - Projectile Spell. "Spear of Light flies twice as fast toward target foe and deals 26...50...56 holy damage if it hits. Spear of Light deals +15...51...60 damage if it hits an attacking foe."

5 Energy¾ Activation time8 Recharge time - (Smiting Prayers) - Touch Skill. Deals 10...46...55 holy damage. Deals 10...46...55 more holy damage if target is hexed.

5 Energy¾ Activation time8 Recharge time - (Smiting Prayers) - Touch Skill. Deals 10...46...55 holy damage. Deals 10...46...55 more holy damage if target is knocked down.

5 Energy2 Activation time30 Recharge time - (Smiting Prayers) - Spell. Deals 8...27...32 holy damage each second (5 seconds.) Hits foes adjacent to target's initial location. Attacking foes take double damage. Your Smiting Prayers skills are disabled for 5 seconds.

Enchants[edit]

10 Energy3 Activation time25 Recharge time - (Smiting Prayers) - Enchantment Spell. Resurrects target party member (full Health, full Energy). (30 seconds.) This party member deals 10...34...40% more damage. Deaths while enchanted with Vengeance does not incur death penalty. End effect: this ally dies and all nearby foes take 10...50...60 holy damage.

10 Energy2 Activation time15 Recharge time - (Smiting Prayers) - Enchantment Spell. While you maintain this Enchantment, convert target ally attacks to holy damage and strike for an additional 3...13...15 holy damage in melee.

5 Energy¼ Activation time12 Recharge time - (Smiting Prayers) - Enchantment Spell. For 8 seconds, the next hex against target ally fails and is reflected back to the caster using your current smiting prayers attribute.

5 Energy1 Activation time30 Recharge time - (Smiting Prayers) - Enchantment Spell. (10...26...30 second.) When using a skill on a foe, deal 5...21...25 holy damage to all other foes adjacent to you.

10 Energy1 Activation time10 Recharge time - (Smiting Prayers) - Enchantment Spell. (10...26...30 seconds). Deals 66% of each attack's damage (maximum 5...41...50) back to source. Ends after dealing damage 1...8...10 time[s]. Cannot self-target.

Hexes[edit]

10 Energy1 Activation time30 Recharge time - (Smiting Prayers) - Hex Spell. "For 8 seconds, target foe deals 5...21...25% less damage, and Retribution directs 100% of the attack damage back to foes adjacent to the source (maximum 15...103...125 holy damage) every time target foe does damage." Ends if target foe is hexed with another Smiting Prayers skill.

5 Energy¼ Activation time15 Recharge time - (Smiting Prayers) - Hex Spell. "For 10 seconds this hex does nothing. When this hex ends, Judge's Intervention deals 5...25...30% of the damage that foe dealt over the hex's duration as holy damage (maximum 150)." Ends if target foe is hexed with another Smiting Prayers skill.

10 Energy¾ Activation time5 Recharge time - (Smiting Prayers) - Hex Spell. "For 8 seconds, whenever target foe deals damage via attack or spell, the damage is negated and the target of that foe gains 25...73...85 Health. No effect unless this foe targeted one of its allies."

10 Energy2 Activation time20 Recharge time - (Smiting Prayers) - Hex Spell. "Also hexes foes adjacent to target. (4 seconds.) Spells and chants used by target foe also sacrifice 5...11...12% of their maximum Health. Foes in the area take 8...27...32 holy damage whenever target foe sacrifices Health."

10 Energy2 Activation time20 Recharge time - (Smiting Prayers)- Hex Spell. "Also hexes foes adjacent to target. (4 seconds.) Durations of existing enchantments are reduced by 30...78...90% on target foe and offer no benefit upon ending. (No effect on maintained enchantments.) Foes in the area take 8...27...32 holy damage whenever enchantments end on target foe."

10 Energy2 Activation time20 Recharge time - (Smiting Prayers) - Hex Spell. "Also hexes foes adjacent to target. (4 seconds.) Target foe cannot be healed for more than 20...12...10% maximum Health due to healing from a single Skill. Foes in the area take 8...27...32 holy damage whenever target foe is healed."

Signets[edit]

0 Energy1 Activation time15 Recharge time - (Smiting Prayers) - Signet. Deals 26...50...56 holy damage. Deals does double damage if target foe is attacking. You gain 1...8...10 Energy if target foe is hexed with Smiting Prayers.

0 Energy1 Activation time20 Recharge time - (Smiting Prayers) - Signet. Deals 26...50...56 holy damage. Causes knock-down if target foe is attacking or casting a spell. If any of those foes are demonic, ghostly or summoned creatures, all nearby foes take 15...63...75 holy damage.

0 Energy1 Activation time15 Recharge time - (Smiting Prayers) - Signet. "Your next Smiting Prayers skill causes knockdown to adjacent foes. Deals 5...9...10 more holy damage for each of target foe's adrenaline skills."

Necromancer[edit]

10 Energy3 Activation time30 Recharge time - (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.

5 Energy1 Activation time15 Recharge time - (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. -

33% Sacrifice1 Energy¾ Activation time30 Recharge time - (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.

33% Sacrifice1 Energy2 Activation time30 Recharge time - (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.

33% Sacrifice1 Energy2 Activation time15 Recharge time (Death Magic) - Destroy target minion. Animates a level 1...14...17 Bone Horror. You don't sacrifice Health if target is already masterless.

33% Sacrifice1 Energy2 Activation time30 Recharge time - (Death Magic) - Enchantment Spell. Destroys all masterless minions within earshot. All of your Minions die. You gain 3...6...7 Health regeneration (5...13...15 seconds) and all your Death Magic skills recharge if 3 minions dies in this way.

33% Sacrifice1 Energy2 Activation time30 Recharge time - (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. -

10 Energy1 Activation time15 Recharge time - (Curses) - Elite Hex Spell. Also hexes foes near your target (1...8...10 second[s]). Causes 1...4...5 Energy loss to nearby foes whenever a hexed foe successfully activates a skill. Deals 3...13...15 damage to target for each affected foe.

17% Sacrifice10 Energy¾ Activation time7 Recharge time - (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.

17% Sacrifice10 Energy¾ Activation time7 Recharge time - (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.

25 Energy¾ Activation time7 Recharge time - (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.

17% Sacrifice5 Energy¾ Activation time7 Recharge time - (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. -

33% Sacrifice1 Energy¼ Activation time0 Recharge time - (Blood Magic) - Elite Enchantment Spell. (10 seconds.) +3...5...6 Energy regeneration and sacrifices 33% less health. Cannot self-target.

5 Energy1 Activation time45 Recharge time - (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.

10 Energy1 Activation time5 Recharge time - (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.

5 Energy1 Activation time8 Recharge time - (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.

20% Sacrifice1 Energy¼ Activation time15 Recharge time - (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.

Mesmer[edit]

5 Energy1 Activation time15 Recharge time - (Fast Casting) - Elite Skill. (1...25...31 seconds.) This skill becomes the Elite spells or signets of target creature. Elite spells or signets you cast use your Fast Casting attribute instead of their normal attributes.

5 Energy0 Activation time15 Recharge time - (Fast Casting) - Elite Stance. (5...17...20 seconds.) Your spells and signets recharge 33% faster. All your Mesmer skills recharge instantly whenever your interrupted.

5 Energy¼ Activation time20 Recharge time - (Fast Casting) - Enchantment Spell. (3...7...8 seconds.) Your interrupted skills recharge instantly. You gain 1...4...5 Energy per recharged skill.

5 Energy¼ Activation time20 Recharge time - (Fast Casting) - Enchantment Spell. You move 33% faster. Lasts 3...7...8 seconds for each signet you have equipped (maximum 3 signets).

5 Energy¼ Activation time20 Recharge time - (Fast Casting) - Enchantment Spell. You can't be knocked down. Lasts 3...7...8 seconds for each signet you have equipped (maximum 3 signets).

10 Energy¼ Activation time15 Recharge time - (Fast Casting) - Hex Spell. Initial effect: interrupts a skill. (5...13...15 seconds.) Target foes next skill is interupted and Web of Disruption ends. End effect: all foes in the area are hexed with Web of Disruption.


5 Energy1 Activation time8 Recharge time - (Inspiration Magic) - Elite Spell. Removes 2 hexes from target ally. You gain 1...4...5 Energy for each hex removed in this way.

10 Energy1 Activation time30 Recharge time - (Inspiration Magic) - Elite Enchantment Spell. (20 seconds.) You have +10...22...25 maximum Energy. End effect: you gain 10...22...25 Energy.

5 Energy¼ Activation time15 Recharge time - (Inspiration Magic) - Elite Spell. Interrupts a skill. Interruption effect: also interrupts all foes in the area and you steal 0...4...5 Energy from each interrupted foe.

5 Energy3 Activation time5 Recharge time - (Inspiration Magic) - Hex Spell. You lose all Energy. Target foe has -1...3...3 Energy degeneration and you have +1...3...3 Energy regeneration (30 seconds).

0 Energy1 Activation time20 Recharge time - (Inspiration Magic) - Signet. You lose all Energy. Nothing happens (10 seconds). End effect: You gain 1...3...3 Energy (maximum 30) for each point of energy lost.

0 Energy1 Activation time15 Recharge time - (Inspiration Magic) - Signet. "Removes all enchantments. Removal cost: 40...16...10 Energy.

5 Energy20 Recharge time Stance. (10...34...40 seconds.) Your spells and signets deal fire damage. Cold damage is reduced by 10...22...25%. Gain 0...2...2 Energy when taking or dealing cold damage.

5 Energy20 Recharge time Stance. (10...34...40 seconds.) Your spells and signets deal cold damage. Fire damage is reduced by 10...22...25%. Gain 0...2...2 Energy when taking or dealing fire damage.

5 Energy20 Recharge time Stance. (10...34...40 seconds.) Your spells and signets deal earth damage. Lightning damage is reduced by 10...22...25%. Gain 0...2...2 Energy when taking or dealing lighnting damage.

5 Energy20 Recharge time Stance. (10...34...40 seconds.) Your spells and signets deal lightning damage. Earth damage is reduced by 10...22...25%. Gain 0...2...2 Energy when taking or dealing earth damage.


10 Energy¼ Activation time12 Recharge time - (Domination Magic) - Elite Hex Spell. Interrupts a spell or chant. Interruption effect: Target foe has -1...3...3 Energy degeneration and you have +1...3...3 Energy regeneration (10 seconds).

10 Energy¼ Activation time10 Recharge time - (Domination Magic) - Elite Hex Spell. Interrupts an action. Interruption effect: If a skill was interrupted, that skill is disabled and Simple Thievery becomes that skill (5...17...20 seconds). All skills of the same attribute are reduced to 0 ranks for 1...7...8 seconds.

5 Energy1 Activation time25 Recharge time - (Domination Magic) - Elite Hex Spell. (5 seconds.) Also effects foes adjacent to target. Deals 10...34...40 damage. Removes one Enchantment each second.

5 Energy3 Activation time15 Recharge time - (Domination Magic) - Elite Hex Spell. (4...8...9 seconds.) Target foes skills takes 20...84...100% longer to recharge. No effect and ends early if target foe hits you.


5 Energy1 Activation time12 Recharge time - (Illusion Magic) - Elite Hex Spell. (5...17...20 seconds.) Target foe moves and attacks 50% slower and has -1...7...8 Health degeneration. End effect: inflicts Crippled (1...8...10 seconds).

0 Energy2 Activation time10 Recharge time - (Illusion Magic) - Elite Touch Signet. You and target foe become Blinded for 8...14...15 seconds. Signet has half-range if you are blinded.

15 Energy1 Activation time30 Recharge time - (Illusion Magic) - Hex Spell. (5...17...20 seconds.) Target foe moves 50% slower. End effect: inflicts Crippled (1...8...10 seconds).


Elementalist[edit]

10 Energy2 Activation time45 Recharge time - (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.

5 Energy1 Activation time10 Recharge time - (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. -

5 Energy2 Activation time25 Recharge time - (Fire Magic) - Elite Spell. Also hits foes near target's initial location. (5 seconds.) Deals 5...17...20 fire damage and inflicts Burning each second. Deals +5...17...20 fire damage for each second since casting this spell.


Assassin[edit]

Riposting Shadows

10 Energy1 Activation time25 Recharge time - (Deadly Arts) - Hex Spell. (5...13...15 seconds.) While not under any other assassin hex, target foe cannot block your attacks.

  • Energy10 Activation time1 Recharge time30
  • 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 0.5½ as long. Your current stance Ends and You deal 50% less damage with Spells and Traps.


Ritualist[edit]





  • Spawning Power:
supporting the use of Weapon Spells, Item Spells and Binding Rituals through improving skills
inherent effect:
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 point in Spawning Power.

-

5 Energy1 Activation time5 Recharge time - (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-skill (for 30 seconds) of target spirit. Ritual-skills use your Spawning Power attribute instead of their normal attributes. -

15 Energy¾ Activation time45 Recharge time - (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.

25 Energy¾ Activation time45 Recharge time - (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.

15 Energy¾ Activation time45 Recharge time - (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).


Paragon[edit]

0 Energy2 Activation time15 Recharge time - (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).

0 Energy1 Activation time4 Recharge time - (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...

Chants[edit]

  • Angelic
  • Athem
  • Aria
  • Ballad
  • Chorus
  • Lyric
  • Psalm
  • Mantra
  • Requiem
  • Speech
  • Song


Angelic

Triggered by Health.

5 Energy1 Activation time30 Recharge time - (Leadership) - Elite Echo. (10...30...35 seconds.) Target transfers half of incoming damage to you if under the effects of a shout or chant. Redirected damage is reduced by 3...25...30. Cannot self-target.

5 Energy1 Activation time30 Recharge time - (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.

  • Angelic Intervention
  • Angelic Shelter
  • Angelic Barrier
Athem

Triggered by Attack Skills, exact triggering criteria varies.

5 Energy1 Activation time10 Recharge time - (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.

5 Energy1 Activation time30 Recharge time - (Leadership) - Elite Chant. (10 seconds.) Negates the next fatal damage earshot allies takes. Negation effect: heals for 20...164...200. Ends on other allies.

  • Inspirational Ballad
  • Ballad of Purification
  • Energizing Ballad
  • Hexbreaker Ballad
Chorus

Triggered by Chant or Shout activation.

Lyric

Triggered by Signet activation.

Speech

Triggered by Adrenaline activation.

5 Energy1 Activation time20 Recharge time - (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.

  • Speech of Restoration
  • Speech of Purification
  • Energizing Speech
  • Hexbreaker Speech
Song

Triggered by Skill activation.

8 Adrenaline2 Activation time0 Recharge time - (Leadership) - Chant. (10 seconds.) Reduces hex durations on earshot allies by 20...44...50%. Ends if ally uses a skill. End effect: removes a hex.


Echoes[edit]

Many echoes belong to one of two sub-types:

Finales

Finales, which provide an instant effect that is triggered whenever a Chant or Shout ends on the target.

Harmonics

Enhanced effects while under the effects of a Chant or Shout.

Refrains

Refrains, which provide continuous effects and are reapplied (resetting their durations) whenever a Chant or Shout ends on the target ally.

Neither

10 Energy1 Activation time20 Recharge time - (Leadership) - Elite Echo. (5...21...25 seconds.) You gain 50...170...200% more adrenaline and +5 armor for each earshot foe (maximum +25 armor). Renewal: whenever a chant or shout ends on you.

5 Energy1 Activation time5 Recharge time - (Motivation) - Elite Echo. (10...30...35 seconds.) You gain 33% more adrenaline. You attack 33% faster if under the effects of a shout or chant. You have -20 armor while attacking.

3 Adrenaline0 Activation time0 Recharge time - (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.


Shouts[edit]

4 Adrenaline0 Activation time0 Recharge time - (Motivation) - Elite Shout. (3 seconds.) You lose all Energy. Allies within earshot gain 0...2...3 Energy regeneration and +1 to all Attributes. -

  • "This Is Where They Die!" -

10 Adrenaline0 Activation time15 Recharge time - 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. -

  • "Vengeance Is Ours!" -

10 Adrenaline0 Activation time60 Recharge time - Elite Shout. (30 seconds.) Resurrect all dead party members in earshot with full Health and Energy. Affected party members deal 25...33% more damage. Affected party members die when it ends, but do not receive a death penalty.


Dervish[edit]

5 Energy¼ Activation time10 Recharge time - (Mysticism) - Elite Enchantment Spell. (5...9...10 seconds.) Spells cannot target you. You also have +20% block for each Dervish enchantment (maximum of 3) on you. You cannot cast spells. Renewal: Whenever an enchantment on you ends.

5 Energy¼ Activation time10 Recharge time - (Earth Prayers) - Elite Enchantment Spell. (20 seconds.) Adds 5...41...50% damage to your attacks. Ends when you use an attack skill. End effect: You gain 0...8...10 Health and 0...2...2 Energy for each successful hit while under Vow of Strength.

5 Energy¼ Activation time12 Recharge time - (Wind Prayers) - Elite Enchantment Spell. (20 seconds.) You gain 1...6...7 Energy each time you hit with an attack. You have -3 Energy regeneration. Renewal: Whenever an enchantment on you ends.

5 Energy¼ Activation time20 Recharge time - (Wind Prayers) - Elite Enchantment Spell. (5...17...20 seconds.) You attack and move 25% faster, and conditions expire 25% faster. Ends when you use an attack skill. End effect: you gain Health 5...17...20 (maximum 50) and 1...5...6 Energy (maximum 15) for each adjacent foe. ~

5 Energy¾ Activation time8 Recharge time - (Wind Prayers) - Touch Spell. Lose one enchantment. If you lost an enchantment this way, target foe lose one enchantment. Heals for 15...51...60 for each enchantment removed. ~

Staggering Force
Sand Shards
Dust Cloak
Aura of Thorns
Heart of Holy Flame
Grenth's Fingers