User:Tyloric/Arcanist

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The content of this page will soon be completely rewritten, strictly for my entertainment only. (As if anyone else was paying attention anyway.)

Arcanists[edit]

Arcanists are Masters of the spiritual (not to be confused with a Ritualist's ability to channel). Trained in many types of magic, both healing and offensive, they are able to able to turn the tides of battles by diverting damage from their allies to themselves.

Information[edit]

Arcanists are dressed in long flowing robes. Their faces are usually decorated in tattoos which allow them to better channel the arcane forces. The shirts and pants underneath the robes are stitched with magic symbols. The symbols are stitched in red.

Arcanists use standard caster equipment of Wands, Staves, and Offhands.
Arcanists maximum armor rating is 60. Base Energy 40.

Class Specific Insignias:

Steadfast Insignia - Armor +10 (When adjacent to an ally)
Arcane Insignia - Armor +5, Health +20 (While under the effects of an enchantment. Non stacking)
Blasphemous Insignia - Damage -6 (on chest), -3 (On legs), -2 (On all other pieces) (vrs. Holy Damage)
Soul Tap Insignia - Health + 100, Energy Regeneration -1 (Non stacking.)

Attributes[edit]

Arcane Mastery (Primary)[edit]

For every rank in Arcane Mastery your Arcanist spells cost 2% less energy. Additionally, for ever 3 ranks you have you receive -2 damage from all sources while activating a spell. Some skills, especially skills that manipulate energy, become more effective with higher Arcane Mastery.

Arcane Attunement‎
  • Arcane Attunement - 5Energy 20Recharge time - "(Elite Skill) For 5 seconds you gain 0...3...4 energy every second. This skill ends if you cast a spell or use an attack skill."
  • Aura of Concentration - 10Energy 20Recharge time - (Skill) For 10 seconds, your next 1...3...3 spells cannot be interrupted. This skill ends if your health drops below 50%."
  • Contract -

5 Energy¼ Activation time15 Recharge time - "(Enchantment Spell) For 3...9...10 seconds your max energy is halved but your skills recharge 25% faster. When this enchantment ends you lose 50 health but gain 5 energy."

  • Power Transfer (PvP) -

10% Sacrifice5 Energy½ Activation time8 Recharge time - "(Elite Enchantment Spell) For 1...4...5 seconds the next time target ally deals damage that damage is increased by 10...30...35%."

  • Power Transfer (PvE) -

5% Sacrifice5 Energy½ Activation time4 Recharge time - "(Elite Enchantment Spell) For 2...4...5 seconds the next time target ally deals damage that damage is increased by 20...52...60%."

  • Regenerate -

5 Energy1 Activation time5 Recharge time - "(Skill) You are healed for 0...2...3 points of health for every point of energy you have. If you are under the effects of an enchantment or hex this skill takes an additional 10 seconds to recharge."

  • Signet of Guile (PvP) - 2Activation time, 30Recharge time - "(Signet) One skill on target foes skill bar is disabled for 5...13...15 seconds. If that foe was hexed and enchanted this skill recharges 50% faster. This skill can only be recharged instantly by a Moral Boost.
  • Signet of Guile (PvE) - 1Activation time, 15Recharge time - "(Signet) One skill on target foes skill bar is disabled for 5...13...15 seconds. If that foe was hexed and enchanted this skill recharges 50% faster."

Allegiance Prayers[edit]

  • Aggressive Aura -

10 Energy¼ Activation time10 Recharge time - "(Enchantment Spell) For 4 seconds, when target ally successfully strike a foe in melee, that ally gains 0...2...2 strikes of adrenaline."

  • Bliss -

5 Energy1 Activation time8 Recharge time - "(Spell) Heal target ally for 15...103...125 health. If you are under the effect of a shout or chant all nearby allies for healed for 15...47...55 health."

Body Guard
  • Body Guard -

5 Energy¼ Activation time7 Recharge time - "(Elite Enchantment Spell) For 10 seconds the next time target other ally takes damage the damage is reduce by 10...78...95% and the remaining damage and any conditions caused are transferred to you. If the condition was Deep Wound you gain 20...52...60 health."

  • Burst of Life (PvP) - 15Energy 2Activation time - "(Enchantment Spell) Can only target an ally whose health is below 50%. Target other ally revives with 15% health and energy the next time they die. This skill can only be recharged with a morale boost."
  • Burst of Life (PvE) -

15 Energy2 Activation time30 Recharge time - "(Enchantment Spell) Can only target ally whose health is below 50%. Target other ally revives with 15% health and energy when they next die. 50% chance to fail with Allegiance Prayers 4 or less."

  • Chakra -

5 Energy1 Activation time30 Recharge time - "(Enchantment Spell) For 1...6...7 seconds all health degeneration on target other ally ceases. That ally gains +1...2...2 health regeneration for each hex they are suffering from. This spell is easily interrupted."

  • Infuse Soul -

10% Sacrifice1 Energy¼ Activation time5 Recharge time - "(Spell) Target other ally is healed for 25...125...150% of the health you sacrificed."

  • Lasting Hope -

10 Energy2 Activation time15 Recharge time - "(Enchantment Spell) Heal all party members within earshot for 20...52...60 health and you become enchanted for 10 seconds. If this enchantment lasts its entire duration all party members within earshot are healed for an additional 15...43...50 health."

  • Purify Soul -

10 Energy¾ Activation time8 Recharge time - "(Spell) Heal target an ally for 20...80...95 health. Removes 2 conditions if target ally was below 50% health."

  • Reflect -

10 Energy¼ Activation time20 Recharge time - "(Enchantment Spell) For 7 seconds, the next 0...1...1 times a foe would have interrupted target other party member that foe is knocked down instead."

  • Reprieve -

10 Energy¼ Activation time15 Recharge time - "(Elite Enchantment Spell) For 5 seconds, all damage target other party member receives is reduced to 0. When this enchantment ends that ally takes 75...43...35% of the damage they would have received."

  • Resistance -

5 Energy1 Activation time30 Recharge time - "(Enchantment Spell) For 1...4...5 target other ally's energy regeneration returns to normal. When this enchantment ends that ally gains 5 energy. This spell is easily interrupted."

  • Safeguard -

10 Energy¼ Activation time25 Recharge time - "(Enchantment Spell) For 1...3...4 seconds target ally cannot be the target of projectiles."

  • Steadfast Aura -

5 Energy¼ Activation time2 Recharge time - "(Enchantment Spell) For 1...4...5 seconds, every time target other ally would have been knocked down you are knocked down instead."

  • Vicarious Aura -

5 Energy¼ Activation time7 Recharge time - "(Enchantment Spell) For 1...8...10 seconds, the cost of target other allies spells is reduced by 1...2...2 energy. If this enchantment ends prematurely you both lose all your energy."

Blasphemous Prayers[edit]

  • Curse -

15 Energy1 Activation time45 Recharge time - "(Hex Spell) For 5...19...22 seconds, target foe takes 10...26...30 damage every 5 seconds. This hex is reapplied for 3...9...10 seconds if when it would have ended target foes health is above 90%.

  • Holy Pyre (PvP) -

5 Energy1 Activation time5 Recharge time - "(Spell) Target foe takes 15...31...35 Fire damage. If that foe was attacking they are set on fire for 1...3...4 seconds."

  • Holy Pyre (PvE) -

5 Energy1 Activation time2 Recharge time - "(Spell) Target foe takes 15...35...40 Fire damage. That foe and all adjacent foes are set on fire for 1...2...2 seconds."

  • Hallowed Ground -

10 Energy1 Activation time15 Recharge time - "(Spell) Target foe takes 20...48...55 Fire damage. If that foe is enchanted all adjacent foes take 10...34...40 Holy damage."

  • Begrudging Gaze -

10 Energy1 Activation time8 Recharge time - "(Spell) Target foe takes 20...64...75 Fire damage. If foe is under the effects of a Necromancer Enchantment they are poisoned for 2...8...10 seconds."

  • Piercing Light (PvP) -

10 Energy1 Activation time15 Recharge time -"(Spell) Target foe is Blinded for 1...6...7 seconds. If that foe is hexed they receive 5...33...40 Holy Damage and are blinded for an additional 1...3...4 seconds."

  • Piercing Light (PvE) -

10 Energy1 Activation time15 Recharge time -"(Spell) Target foe and all adjacent foes are Blinded for 1...4...5 seconds. If your target foe is hexed they receive 5...21...25 Holy Damage and are blinded for an additional 1...4...5 seconds."

  • Winds of Misfortune -

15 Energy2 Activation time20 Recharge time - "(Spell) Target foe takes 10...30...35 Holy damage for each condition they are suffering from (Max 30...86...100). If target foe is hexed that foe is knocked down."

Mirror of Contempt
  • Mirror of Contempt -

10 Energy¼ Activation time6 Recharge time - "(Elite Enchantment Spell) For 6 seconds the next 2 times you take damage due to the effect of an attack skill the source receives 50...130...150% (Max 150) of the damage it caused. If the source dies due to the effects of this spell you gain 1...12...15 energy."

  • Signet of Blasphemy - 1Activation time, 25Recharge time - "(Signet) Target foe takes 20...48...55 damage. If that foe was suffering from a Blasphemous Prayers hex that foe loses 1 enchantment."
  • Bonds of Slavery (PvP) -

15 Energy2 Activation time20 Recharge time - "(Hex Spell) For 3...9...10 seconds target foe moves 5...21...25% slower. For each second that foe is moving they receive 10...18...20 damage. This spell ends if that foe is suffering from a Mesmer hex."

  • Bonds of Slavery (PvE) -

10 Energy2 Activation time20 Recharge time - "(Hex Spell) For 3...13...15 seconds target foe moves 5...21...25% slower. For each second that foe is moving they receive 20...36...40 damage."

  • Chains of Empathy -

10 Energy2 Activation time20 Recharge time - "(Hex Spell) For 2...8...10 seconds target foe attacks 25% slower. For each successful hit that foe lands that foe takes 15...23...25 damage."

  • Forgetfulness -

5 Energy1 Activation time10 Recharge time - "(Hex Spell) For 4 seconds the next time target foe uses an attack skill that skill is disabled for an additional 2...8...10 seconds."

  • Shun (PvP) -

10 Energy1 Activation time15 Recharge time - "(Hex Spell) For 2...6...7 seconds target foe can not use stances. If that foe was already under the effects of a stance target foe takes 15...43...50 Holy Damage and this skill ends."

  • Shun (PvE) -

5 Energy1 Activation time5 Recharge time - "(Hex Spell) For 2...6...7 seconds target foe can not use stances. If that foe was already under the effects of a stance target foe takes 15...51...60 Holy Damage and this skill ends."

  • Soul Link -

5% Sacrifice10 Energy1 Activation time20 Recharge time - "(Hex Spell) For 1...8...10 seconds when ever you use a skill that requires energy target foe loses the same amount of energy. This spell cannot drop the targets energy below 90...30...15.

  • Consuming Spirit -

5 Energy1 Activation time25 Recharge time - "(Elite Enchantment Spell) You lose all energy. For each point of energy lost, target for and all nearby foes take 1...2...2 damage. If target foe dies as a result of this spell, you gain +2 energy regeneration for 10 seconds."

  • Demonic Aggression -

10 Energy1 Activation time20 Recharge time - "(Hex Spell) For 0...2...3 target foe attacks 100% faster. That foe takes 200% of the damage they deal."

Soul Extraction
  • Soul Extraction -

5 Energy1 Activation time15 Recharge time - "(Elite Hex Spell) Can only target foes that are below 75% health. For 1...3...3 seconds target foe's energy regeneration is set to zero. During this period, target foe takes 10% more damage from attacks."

  • Awakened Shadows -

10 Energy1 Activation time20 Recharge time - "(Spell) Target foe takes 20...44...50 damage. If that foe was hexed they take an additional 10...22...25 damage. If that foe is under the effects of an Assassin hex they begin suffering from weakness and deep wound for 1...6...7 seconds.

Energy Focus[edit]

  • Soulbound Energy -

10 Energy2 Activation time20 Recharge time - "(Hex Spell) If target foe is bleeding that foe suffers -0...2...2 energy degeneration for 1...8...10 seconds. This hex ends if that foes energy drops below 25%. When this hex ends, all adjacent foes begin bleeding for 3...9...10 seconds."

  • Consume Energy -

10 Energy¼ Activation time20 Recharge time - "(Hex Spell) For 7 seconds, next time target foe uses a skill that skill fails. If that skill was an enchantment you gain 4...10...12 energy."

  • Crackling Energy -

10 Energy2 Activation time15 Recharge time - "(Spell) Cause Crackling Energy at target foes location for 2 seconds. After 1 second, all foes in the area are struck for 5...69...85 lightning damage. After 2 seconds, all foes in the area suffer from weakness and cracked armor for 1...6...7 seconds. This spell causes exhaustion."

  • Chaotic Energy -

10 Energy½ Activation time10 Recharge time - "(Hex Spell) Target foe is hexed for 5 seconds. The next time target foe is interrupted that foe takes 10...38...45 damage and loses 0...6...7 energy."

  • Fireheart Energy (PvP) -

25 Energy2 Activation time10 Recharge time - "(Elite Spell) Target foe begins burning for 1...6...7 seconds. That foe, and all adjacent foes are struck for 15...111...135 fire damage. If 3 or more foes were struck, you gain 10 energy."

  • Fireheart Energy (PvE) -

25 Energy2 Activation time5 Recharge time - "(Elite Spell) Target foe begins burning for 1...6...7 seconds. That foe, and all adjacent foes are struck for 50...126...145 fire damage. If 2 or more foes were struck, you gain 13 energy."

  • Frostbound Energy -

15 Energy1 Activation time10 Recharge time - "(Hex Spell) Target foe loses 1...5...6 energy. For every point of energy lost in this way, target foe moves 2...28...35% slower for 1...2...2 seconds."

  • Darkbane Energy -

10 Energy1 Activation time10 Recharge time - "(Spell) Target foe takes 20...36...40 cold damage. If target foe was above 90% health, this skill deals an additional 10...30...35 cold damage. If target foes health was above 50% it causes Poison for 4 seconds. If target foes health was above 20% it causes blind for 4 seconds."

  • Impact Energy -

15 Energy1 Activation time5 Recharge time - "(Spell) Target touched foe is knocked down. That foe suffers from weakness, crippled, and cracked armor for 1...4...5 seconds."

Signet of Energy
  • Convert Energy -

5 Energy1 Activation time15 Recharge time - (Spell) Target foe loses all Arcanist hexes. For each Arcanist hex that was lost in this way that foe takes 5...29...35 cold damage (Max: 130). If this skill drops the targets health below 50% you gain 50 health."

  • Sparkling Energy -

5 Energy1 Activation time2 Recharge time - "(Spell) Target foe takes 15...43...50 lightning damage. If that foe was suffering from cracked armor they lose 5 energy."

  • Signet of Energy (PvP) - 2Activation time, 10Recharge time - "(Elite Signet) For 10 seconds, your next 1...3...3 spells cost 3 less energy."
  • Signet of Energy (PvE) - 1Activation time, 10Recharge time - "(Elite Signet) Your next 1...3...3 spells cost 3 less energy."

No Attribute[edit]

  • Soul Crush -

15 Energy1 Activation time45 Recharge time - "(Elite Hex Spell) For 15 seconds, you max health is reduced by half and your max energy is reduced by 5. For 10 seconds, target foe receives 50% less benefit from healing and your hexes last 25 % longer. When this hex ends, target foe takes 100 damage.

  • Darkness Betrayal -

10 Energy¼ Activation time20 Recharge time - "(Hex Spell) For 5 seconds target foe cannot use skills that cause them to Shadow Step. If this hex lasts its full duration target foe is Shadow Stepped to a random nearby location and suffer from weakness for 7 seconds."

  • Dissolve Hex -

5 Energy1 Activation time6 Recharge time - "(Spell) You lose one hex. If a hex was removed in this way you and all adjacent allies are healed for 50 health. If more than one person was healed in this way this skill takes an additional 6 seconds to recharge. If you have 4 or less Arcane Mastery you lose 5 energy."

PvE Only Skills[edit]

  • Sunspear: Aura of the Gods -

15 Energy1 Activation time30 Recharge time - "(Enchantment Spell) For 3 seconds and an additional 1 second for every 3 ranks in Arcane Mastery, when ever you cast a spell that targets an ally you steal 10...18...20 health from all foes adjacent to that ally. If you cast a spell that targets a foe, that foe is knocked down. If you cast a spell that targets yourself, all nearby allies are healed for 15...27...30 health. When this enchantment ends, enchanted party members gain 5 energy. Unenchanted party members lose 1 condition and are healed for 30 health. If this skill ends prematurely all nearby foes are interrupted."

  • Factions: Aura of Reflection -

15 Energy¾ Activation time20 Recharge time - "(Enchantment Spell) For 2...8...10 seconds the next time target ally would have been the target of an enemy spell that spell fails and that foe takes 15...83...100 damage."