User:Damysticreaper/Sandbox5
Warrior skill changes[edit]
Backbreaker 8 Elite Hammer attack. Deals +1...16...20 damage and causes a knock down (2...4...4 seconds).
Devastating Hammer 6 Elite Hammer attack. Causes a knock down and inflicts weakness condition (5...17...20 seconds).
Earth Shaker 8 Elite Hammer attack. Deals 15...43...50 earth damage and causes a knock down to target foe and foes adjacent to target foe.
Magehunter's Smash 8 1 Elite Hammer attack. Causes a knock down. Deals +10...26...30 damage and unblockable if target foe is enchanted.
Power Attack
5 3 Melee Attack. Deals +10...34...40 damage.
Body Blow 5 8 Melee attack. Deals +10...34...40 damage and inflicts cracked armor condition (3...13...15 seconds).
Desperation Blow 5 7 Melee attack. Deals +5...17...20 damage. Deals +10...34...40 more damage if you hit a foe with more health than you.
Desperation Blow 5 7 Melee attack. Deals +10...34...40 damage. Inflicts deep wound condition (5...17...20 seconds) if you hit a foe with more health than you. Your adrenaline skills are disabled for 5 seconds.
Counterattack 5 ½ 15 Melee attack. Interrupts an action. Interruption effect: deals +5...29...35 damage if you interrupted a skill.
Distracting Blow 6 ½ Melee Attack. Deals 1...13...16 damage. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for +20 seconds.
Distracting Strike 5 ½ 10 Melee Attack. Deals +1...13...16 damage. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for +20 seconds.
"Charge!"
4 Elite Shout (4...9...10 seconds). Allies in earshot move 33% faster and lose cripple condition.
4 4 Elite Shout (4...9...10 seconds). Allies in earshot move 33% faster and lose cripple condition.
"I Will Avenge You!" 5 15 Shout (5 seconds). You attack 25% faster. Lasts 3 seconds longer for each other party member in earshot (maximum of +3...9...10 seconds).
5 45 Shout. You gain +3...6...7 health regeneration and your attack speed increases by 25% (10 seconds for each dead ally).
Lion's Comfort 4 1 4 Skill. You are healed for 50...130...150 and lose a condition.
Healing Signet 1½ 8 Signet. You are healed for 80...156...175 and gain 0...2...3 strikes of adrenaline.
Endure Pain 5 30 Skill (30 seconds). Negates the next fatal damage you take. Negation effect: gain 90...258...300 health.
Flourish 5 ¼ 15 Elite Skill (1...8...10 seconds). You cannot be targeted by spells. You cannot deal damage.
Frenzy 5 4 Stance (8 seconds). You attack 33% faster. You take 33% more damage.
Frenzy 5 4 Stance (8 seconds). You attack 33% faster. You take double damage.
Frenzied Defense 4 Stance (4 seconds). You have 75% chance to block. You cannot attack or cast spells.
Disciplined Stance 5 15 Skill (8...18...20 seconds). Your stances lasts +50% longer. While in a stance you gain +10 armor.
Gladiator's Defense 5 Elite Skill (20 seconds). Your melee attacks deal +1...8...10 more damage. You have +15...43...50% chance to block while attacking. Your attacker takes 5...29...35 damage whenever you block a melee attack this way.
Gladiator's Defense 5 12 Elite Stance (5...13...15 seconds). You attack 33% faster and have 75% chance to block while attacking.
5 12 Elite Stance (3...7...8 seconds). You have 75% chance to block. Deals 5...29...35 damage to the attacker whenever you block an attack.
Hamstring
5 10 Sword Attack. Inflicts crippled condition (3...13...15 seconds). Your next 1...3...3 attack[s] deal +1...8...10 damage to moving foes.
Sever Artery 4 Sword attack. Inflicts bleeding condition (8...22...25 seconds). Your next 1...3...3 attack[s] critical hit if they hit a bleeding foe.
Galrath Slash 8 1 Sword attack. Deals +10...34...40 damage.
Galrath Slash 6 Sword attack. Deals +5...17...20 damage. Your next 1...3...3 attack[s] deal +1...8...10 damage against conditioned foes.
Galrath Slash 5 Sword attack. Inflicts cracked armor condition (5...17...20 seconds). Your next 1...3...3 attack[s] have +20% armor penetration to conditioned foes.
Barbarous Slice 4 Sword attack. Deals +5...13...15 damage. Your next 1...3...3 attacks inflicts bleeding condition (5...13...15 seconds).
Pure Strike 5 8 Sword Attack. Deals +10...26...30 damage. Deals 10...26...30 slashing damage to adjacent foes if you are in a stance.
Pure Strike 7 Sword attack. Inflicts deep wound condition. Unblockable unless you are in a stance.
Pure Strike 5 1 8 Sword attack. Deals +1...24...30 damage. Unblockable against conditioned foes.
Steelfang Slash 7 Sword attack. Inflicts deep wound condition (5...13...15 seconds). Your next 1...3...3 attacks deal +1...8...10 damage while you are in a stance.
Jaizhenju Strike 6 Sword attack. Deals +5...17...20 damage. Your next 1...3...3 attack[s] have +25...65...75% chance to critical hit.
Jaizhenju Strike 5 8 Sword attack. Deals +10...26...30 damage. Gain 2 strikes of adrenaline if it hits.
Jaizhenju Strike 6 Sword attack. Deals +5...17...20 damage. Your next 1...3...3 attack[s] deal 10...26...30 slashing damage to foes adjacent to the foe you hit.
Standing Slash 6 Sword Attack. Deals +5...17...20 damage. Deals 10...26...30 slashing damage to foes adjacent to the foe you hit if you are in a stance.
Quivering Blade 5 Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Removal effect: inflicts Dazed condition (5 seconds).
Crippling Slash 6 Elite Sword attack. You attack target foe twice. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).
"Victory Is Mine!" 5 10 Elite Shout (5...13...15 seconds). You gain +50...170...200 maximum health. You gain 10...26...30 health and 1...3...3 energy whenever you hit a foe with less health than you. Initial effect: lose a condition and a hex.
"I Will Survive!" 5 10 Shout (5...13...15 seconds). You gain +20 armor and +1...3...3 health regeneration. Gain an additional +1 health regeneration for each condition on you.
"You Will Die!" 4 6 Shout (1...12...15 second[s]). Your melee attacks deal +5 damage. Initial effect: you gain 3 energy (maximum of 3...9...10) for each condition target foe is suffering.
"I Will Avenge You!" 5 15 Shout (3...13...15 seconds). You attack 25% faster if you are not in a stance. You gain +3...6...7 health regeneration if there is a dead ally within earshot.
5 45 Shout. You gain +3...6...7 health regeneration and your attack speed increases by 25% (10 seconds for each dead ally).
Hamstring 5 1 10 Sword attack. Inflicts crippled condition (3...13...15 seconds).
Crippling Slash 4 1 Elite Sword attack. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).
Sever Artery 3 1 Sword attack. Inflicts bleeding condition (8...22...25 seconds).
Galrath Slash 4 Sword attack. Inflicts cracked armor condition (5...17...20 seconds). +20% armor penetration.
Gash 6 Sword attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding
Barbarous Slice 6 Sword attack. Deals +5...17...20 damage and inflicts crippled condition (5...17...20 seconds) if target foe is bleeding.
Steelfang Slash 7 Sword attack. Inflicts deep wound condition (5...13...15 seconds). Automatic critical hit if target foe is already suffering from a condition.
Pure Strike 5 ½ 8 Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.
Jaizhenju Strike 5 Sword attack. Deals +5...17...20 damage. Gain 3...7...8 if target foe is suffering from a condition.
Dragon Slash 5 1 8 Elite Sword Attack. Deals +10...34...40 damage. Gain 1...4...5 strikes of adrenaline if it hits.
Knee Cutter 5 8 Sword attack. Inflicts bleeding condition (3...13...15 seconds). Gain 5...11...12 energy and 1...3...3 strike[s] of adrenaline if target foe is crippled.
Seeking Blade 5 1 10 Sword attack. Deals +5...17...20 damage and inflicts bleeding condition (3...13...15 seconds). Unblockable.
Flurry 5 8 Sword attack. Inflicts bleeding condition (5...17...20 seconds) to target foe and foes adjacent to target foe.
Hundred Blades 5 25 Elite Skill (15 seconds). Deals 10...22...25 slashing damage to all adjacent foes whenever you attack with a sword.
Standing Slash 6 Sword attack. Deals +5...17...20 damage. Deals 10...26...30 slashing damage to foes adjacent to the foe you hit if you are in a stance.
Silverwing Slash 8 Sword attack. Deals 10...42...50 slashing damage and inflicts bleeding condition (2...8...10 seconds) to target foe and foes adjacent to target foe.
Sun and Moon Slash 8 Sword attack. You attack target foe twice. Unblockable
Final Thrust 8 Sword attack. Deals +10...34...40 damage. Automatic critical hit if target foe's health is below 50%.
Quivering Blade 5 Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Unblockable.
Savage Slash 5 ½ 15 Sword attack. Interrupts an action. Interruption effect: deals +10...34...40 damage if you interrupted a spell.
Disarm 5 ½ 15 Sword attack. Interrupts an action. Interruption effect: disables the skills of target foe for 1...3...3 second[s] if you interrupted a skill.
Riposte 1 2 Skill (8 seconds). Block the next attack made against you. Block effect: deals 20...68...80 damage and inflicts bleeding condition (3...13...15 seconds) to the attacker.
Deadly Riposte 5 10 Skill (8 seconds). Block the next attack against you and deals 20...68...80 damage and inflicts bleeding condition (5...17...20 seconds) to adjacent foes. Interrupt all attacking foes. No effect unless you have a sword equiped.
- Core Sword Combo
Hamstring 5 1 10 Sword attack. Inflicts crippled condition (3...13...15 seconds).
Sever Artery 3 1 Sword attack. Inflicts bleeding condition (8...22...25 seconds).
Gash 6 Sword attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding
Final Thrust 8 Sword attack. Deals +10...34...40 damage. Always a critical hit if target foe's health is below 50%.
Battle Rage 4 Elite Stance (3...13...15 seconds). You attack and move 33% faster and gain 33% more adrenaline for your attacks.
- Prophecies Condition Pressure
Sever Artery 3 1 Sword attack. Inflicts bleeding condition (8...22...25 seconds).
Galrath Slash 4 Sword attack. Inflicts cracked armor condition (5...17...20 seconds). +20% armor penetration.
Gash 6 Sword Attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding
Pure Strike 5 ½ 8 Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.
Battle Rage 4 Elite Stance (3...13...15 seconds). You attack and move 33% faster and gain 33% more adrenaline for your attacks.
"To the Limit!" 5 15 Shout (10...18...20 seconds.) You have +10...50...60 maximum health. Initial effect: you gain 1 strike of adrenaline for each foe within earshot (maximum of 1...5...6).
"Watch Yourself!" 4 4 Shout (10 seconds). Party members in earshot have +5...21...25 armor. Ends after 10 incoming attacks.
- Factions Dragon Slash AoE Pressure
Dragon Slash 5 1 8 Elite Sword Attack. Deals +10...34...40 damage. Gain 1...4...5 strikes of adrenaline if it hits.
Standing Slash 6 Sword attack. Deals +5...17...20 damage. Deals 10...26...30 slashing damage to foes adjacent to the foe you hit if you are in a stance.
Silverwing Slash 8 Sword Attack. Deals 10...42...50 slashing damage and inflicts bleeding condition (2...8...10 seconds) to target foe and foes adjacent to target foe.
Sun and Moon Slash 8 Sword Attack. You attack target foe twice. Unblockable
Tiger Stance 5 10 Stance (3...13...15 seconds). You attack 25% faster.
Sprint 5 15 Stance (8...18...20 seconds). You move 25% faster.
"Watch Yourself!" 4 4 Shout (10 seconds). Party members in earshot have +5...21...25 armor. Ends after 10 incoming attacks.
- Nightfall YAA! Condition Pressure
"You're All Alone!" 5 15 Elite Shout (10...18...20 seconds). Your melee attacks deal +5...17...20 damage against conditioned foes. Initial effect: inflicts cracked armor and weakness conditions (5...17...20 seconds) to nearby foes. No effect unless your weapon deals physical damage.
Sever Artery 3 1 Sword attack. Inflicts bleeding condition (8...22...25 seconds).
Barbarous Slice 6 Sword attack. Deals +5...17...20 damage and inflicts crippled (5...17...20 seconds) if target foe is bleeding.
Steelfang Slash 7 Sword attack. Inflicts deep wound condition (5...13...15 seconds). Automatic critical hit if target foe is already suffering from a condition.
Soldier's Strike 5 ½ 10 Melee attack. Unblockable. Gain +1...2...2 strike[s] of adrenaline if you are under the effect of a shout or chant.
Flail 4 Stance (3...13...15 seconds). You attack 25% faster.
Enraging Charge 5 20 Stance (5...13...15 seconds). You move 25% faster. Gain 0...2...3 adrenaline for your next melee attack. Ends after your next hit.
"Watch Yourself!" 4 4 Shout (10 seconds). Party members in earshot have +5...21...25 armor. Ends after 10 incoming attacks.
- Knee Cutter Elite Toolbox
Hamstring 5 1 10 Sword attack. Inflicts crippled condition (3...13...15 seconds).
Knee Cutter 5 8 Sword Attack. Inflicts bleeding condition (3...13...15 seconds). Gain 5...11...12 energy and 1...3...3 strike[s] of adrenaline if target foe is crippled.
Gash 6 Sword Attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding
Quivering Blade 5 Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Unblockable.
Headbutt 8 Elite Melee attack. Deals +10...34...40 damage and inflicts dazed condition (2...8...10 seconds).
Skull Crack 5 ½ Elite Melee attack. Inflicts bleeding condition (3...13...15 seconds) and interrupts an action. Interruption effect: inflicts daze condition (2...8...10 seconds) if you interrupted a spell.
Magehunter Strike 5 ½ 5 Elite Melee attack. Interrupts an action. Interruption effect: disables interrupted skill for +10 seconds. Unblockable if target foe is enchanted.
Shove 5 ¾ 15 Elite Touch skill. Causes a knock down and removes target foe's stance. Deals 15...63...75 damage if target foe is moving.
"Coward!" 4 2 Elite Shout (7 seconds). You move 33% faster. Initial effect: causes a knock down if target foe is moving.
"You're All Alone!" 5 15 Elite Shout (10...18...20 seconds). Your melee attacks deal +5...17...20 damage against conditioned foes. Initial effect: inflicts cracked armor and weakness conditions (5...17...20 seconds) to nearby foes. No effect unless your weapon deals physical damage.
- Bull's Charge Combo
Bull's Charge 5 10 Elite Stance (1...4...5 second[s]). You move 50% faster. Your next melee attack inflicts cripple condition (3...13...15 seconds). Causes a knock down (2...3...3 seconds) if you hit a moving foe. Ends after you hit with an attack or use an attack skill.
Knee Cutter 5 8 Sword Attack. Inflicts bleeding condition (3...13...15 seconds). Gain 5...11...12 energy and 1...3...3 strike[s] of adrenaline if target foe is crippled.
Gash 6 Sword Attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding
- Crippling Slash Combo
Crippling Slash 4 1 Elite Sword attack. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).
Gash 6 Sword Attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding
Sun and Moon Slash 8 Sword Attack. You attack target foe twice. Unblockable
- Hundred Blades AoE Spike
Hundred Blades 5 25 Elite Skill (15 seconds). Deals 10...22...25 slashing damage to all adjacent foes whenever you attack with a sword.
Flurry 5 4 Sword Attack. Inflicts bleeding condition (5...17...20 seconds) to target foe and adjacent foes.
Whirlwind Attack 6 1 Melee Attack. Deals +13...19...20 damage to target foe and adjacent foes.
Sun and Moon Slash 8 Sword Attack. You attack target foe twice. Unblockable
- Warrior's Endurance Sword Toolbox
Warrior's Endurance 5 30 Elite Skill (5...29...35 seconds). You gain 3 energy each time you hit with a melee attack. Your melee attacks recharge 50% faster. No energy gain if you have more than 10...22...25 energy.
Power Attack 5 3 Melee attack. Deals +10...34...40 damage.
Body Blow 5 8 Melee attack. Deals +10...34...40 damage and inflicts cracked armor condition (3...13...15 seconds).
Desperation Blow 5 7 Melee attack. Deals +10...34...40 damage. Inflicts deep wound condition (5...17...20 seconds) if you hit a foe with more health than you. Your adrenaline skills are disabled for 5 seconds.
Hamstring 5 1 10 Sword attack. Inflicts crippled condition (3...13...15 seconds).
Protector's Strike 5 ½ 8 Melee attack. Deals +5...17...20 damage. Inflicts cripple condition (3...13...15 seconds) if you hit a moving foe.
Bull's Strike 5 10 Melee attack. Deals +5...25...30 damage and causes a knock down if target foe is moving.
Flurry 5 4 Sword Attack. Inflicts bleeding condition (5...17...20 seconds) to target foe and foes adjacent to target foe.
Seeking Blade 5 1 10 Sword attack. Deals +5...17...20 damage and inflicts bleeding condition (3...13...15 seconds). Unblockable.
Wild Blow 5 8 Melee attack. Always a critical hit. Removes a stance. Unblockable.
Griffon's Sweep 5 6 Melee attack. Deals +10...18...20 damage. Deals 10...42...50 damage and causes a knock down if blocked.
Pure Strike 5 ½ 8 Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.
Disarm 5 ½ 15 Sword attack. Interrupts an action. Interruption effect: disables the skills of target foe for 1...3...3 second[s] if you interrupted a skill.
Distracting Blow 5 ½ 10 Melee attack. Also attacks foes adjacent to your target. Interrupts an action. Hits for no damage.
Distracting Strike 5 ½ 15 Melee attack. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for +20 seconds. Hits for no damage.
Counterattack 5 ½ 15 Melee attack. Interrupts an action. Interruption effect: deals +5...29...35 damage if you interrupted a skill.
Savage Slash 5 ½ 15 Sword attack. Interrupts an action. Interruption effect: deals +10...34...40 damage if you interrupted a spell.
Axe Rake 5 10 Axe attack. Inflicts crippled condition (3...13...15 seconds). Deals +5...17...20 damage if target foe is moving.
Dismember 5 Axe attack. Inflicts deep wound condition (5...17...20 seconds). Automatic critical hit.
Cleave 5 10 Elite Axe attack. Inflicts crippled and deep wound condition (5...17...20 seconds). Deals +10...26...30 damage if you hit a moving foe. Automatic critical hit.
Cyclone Axe 5 4 Axe attack. Deals +5...13...15 damage to all foes adjacent to you.
Furious Axe 5 8 Axe attack. Deals +5...17...20 damage and gain 2 strikes of adrenaline.
Wild Blow 5 8 Melee attack. Unblockable. Removes a stance. Automatic critical hit.
Whirling Axe 5 8 Elite Axe attack. Unblockable. Deals +5...17...20 damage, gain 1...4...5 strike[s] of adrenaline and removes a stance. Automatic critical hit.
- Core Axe Spike
Cleave 5 Elite Axe attack. Deals +10...26...30 damage. Also hits two foes adjacent to target foe. Inflicts deep wound condition (5...17...20 seconds) if you critical hit.
Disrupting Chop 6 ½ Axe attack. Deals +5...17...20 damage and interrupts an action.
Executioner's Strike 8 Axe attack. Deals +10...34...40 damage.
Cyclone Axe 5 4 Axe attack. Deals +4...10...12 damage to all foes adjacent to you.
Warrior's Cunning 5 10 Skill (20 seconds). Your next 1...3...4 attack[s] are unblockable and critical hit.
- Prophecies Eviscerate Spike
Eviscerate 8 Elite Axe attack. Deals +10...34...40 damage. Inflicts deep wound condition (5...17...20 seconds).
Penetrating Blow 5 Axe attack. Deals +5...17...20 damage. 20% armor penetration.
Executioner's Strike 8 Axe attack. Deals +10...34...40 damage.
Cyclone Axe 5 4 Axe attack. Deals +4...10...12 damage to all foes adjacent to you.
"Fear Me!" 4 6 Shout (1...12...15 second[s]). You have +5...25...30% chance of a critical hit against stationary foes. Initial effect: nearby foes lose 1...3...4 energy.
"I Will Avenge You!" 5 15 Shout (3...13...15 seconds). You attack 25% faster if you are not in a stance. You gain +3...6...7 health regeneration if there is a dead ally within earshot.
- Factions Whirling Axe Spike
Whirling Axe 5 1 5 Elite Axe attack. Deals +5...17...20 damage and gain 1 strike of adrenaline if it hits. Also hits adjacent foes. Inflicts bleeding and deep wound condition (25 seconds) if blocked.
Dismember 5 Axe attack. Inflicts deep wound condition (5...17...20 seconds).
Penetrating Chop 5 Axe attack. Deals +5...17...20 damage. 20% armor penetration.
Lacerating Chop 7 Axe attack. Deals +5...29...35 damage and inflicts bleeding condition (1...12...15 second[s]).
Tiger Stance 5 10 Stance (3...13...15 seconds). You attack 25% faster.
Signet of Strength 1 45 Signet (20...52...60 seconds). You gain +1...2...2 Strength and +1...2...2 to the attribute of the weapon you are wielding. Does not affect off-hand weapons.
- Factions Triple Chop Condition Spike
Triple Chop 5 10 Elite Axe attack. Attack target foe 3 times. Inflicts bleeding, cracked armor and weakness condition (5...17...20 seconds). Deals 10...42...50 damage if blocked.
"You Will Die!" 4 6 Shout (1...12...15 second[s]). Your melee attacks deal +5 damage against conditioned foes. Initial effect: you gain 3 energy (maximum of 3...9...10) for each condition target foe is suffering.
Dismember 5 Axe attack. Inflicts deep wound condition (5...17...20 seconds).
Balanced Stance 5 10 Stance (5...13...15 seconds). You do not take additional damage from critical hits. You gain +10...22...25 armor and cannot be knocked down when not moving.
Drunken Blow 5 7 Melee attack. Deals +10...34...40 damage. Inflicts poison condition (3...13...15 seconds) if target foe is suffering from bleeding condition. Inflicts cracked armor condition (3...13...15 seconds) if target foe is suffering from deep wound condition. Inflicts cripple condition (3...13...15 seconds) if target is suffering from weakness condition. You are knocked down.
Leviathan's Sweep 8 Melee attack. Deals +10...18...20 damage. Deals +5...9...10 more damage (maximum of 30) for each condition target foe is suffering.
- Nightfall Decapitate Burst Spike
Decapitate 5 Elite Axe attack. Inflicts bleeding condition (5...17...20 seconds) and deep wound condition (5...17...20 seconds). Automatic critical hit.
Executioner's Strike 8 Axe attack. Deals +10...34...40 damage.
Agonizing Chop 8 Axe attack. Deals +10...42...50 damage. Automatic critical hit. You lose all adrenaline.
Critical Chop 5 1 8 Axe attack. Deals +5...17...20 damage. Automatic critical hit.
Burst of Aggression 5 12 Stance (8 seconds). You attack 15...27...30% faster. Initial effect: gain 1...3...3 strike[s] of adrenaline. End effect: lose all adrenaline.
The Warrior[edit]
- .
- Axe Mastery
Spike
Cleave 4 Elite Axe attack. Deals +10...26...30 damage. Inflicts deep wound condition (5...17...20 seconds) if you critical hit.
Penetrating Chop 5 Axe attack. Deals +5...17...20 damage. Inflicts cracked armor condition (5...17...20 seconds) if you critical hit.
Keen Chop 7 Axe attack. Deals +1...12...15 damage. Deals +10...30...35 more damage if you critical hit.
Decapitate 5 Elite Axe attack. Inflicts bleeding condition (5...17...20 seconds) and deep wound condition (5...17...20 seconds). Automatic critical hit.
Agonizing Chop 8 Axe attack. Deals +10...42...50 damage. Automatic critical hit. You lose all adrenaline unless you kill a foe.
Critical Chop 5 1 8 Axe attack. Deals +5...17...20 damage. Automatic critical hit.
Swift Chop 5 1 5 Axe attack. Deals +5...17...20 damage. Deals 10...42...50 damage and inflicts deep wound condition (25 seconds) if blocked.
Triple Chop 5 10 Elite Axe attack. Attack target foe 3 times. Inflicts bleeding, cracked armor and weakness condition (5...17...20 seconds). Deals 10...42...50 damage if blocked.
Lacerating Chop 7 Axe attack. Deals +5...29...35 damage and inflicts bleeding condition (1...12...15 second[s]).
Utility
Whirling Axe 5 1 5 Elite Axe attack. Deals +5...17...20 damage and gain 1 strike of adrenaline if it hits. Also hits adjacent foes. Inflicts bleeding and deep wound condition (25 seconds) and gain 1 strike of adrenaline if blocked.
Furious Axe 5 8 Axe attack. Deals +5...17...20 damage and gain 1...2...2 strikes of adrenaline.
Disrupting Chop 5 ½ 15 Axe attack. Interrupts an action. Interruption effect: interrupted skill is disabled for +20 seconds.
- Swordsmanship
Pressure
Sever Artery 4 1 Sword attack. Inflicts bleeding condition (8...22...25 seconds).
Crippling Slash 4 1 Elite Sword attack. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).
Barbarous Slice 6 Sword attack. Deals +5...17...20 damage and inflicts crippled (5...17...20 seconds) if target foe is bleeding.
Galrath Slash 4 Sword attack. Inflicts cracked armor condition (5...17...20 seconds). +20% armor penetration.
Steelfang Slash 7 Sword attack. Inflicts deep wound condition (5...13...15 seconds). Automatic critical hit if target foe is already suffering from a condition.
Hamstring 5 10 Sword attack. Inflicts crippled condition (3...13...15 seconds).
Knee Cutter 5 8 Sword Attack. Inflicts bleeding condition (3...13...15 seconds). Gain 5...11...12 energy and 1...3...3 strike[s] of adrenaline if target foe is crippled.
Final Thrust 8 Sword attack. Deals +10...34...40 damage. Always a critical hit if target foe's health is below 50%.
Seeking Blade 5 1 5 Sword Attack. Deals +5...17...20 damage and inflicts bleeding condition (3...13...15 seconds).
Flurry 5 8 Sword attack. Hits foes adjacent to target foe. Inflicts bleeding condition (5...17...20 seconds).
Standing Slash 6 Sword attack. Deals +5...17...20 damage. Deals 10...26...30 slashing damage to foes adjacent to the foe you hit if you are in a stance.
Silverwing Slash 8 Sword Attack. Deals 10...42...50 slashing damage and inflicts bleeding condition (2...8...10 seconds) to target foe and foes adjacent to target foe.
Utility
Quivering Blade 5 Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Unblockable.
Dragon Slash 5 1 8 Elite Sword Attack. Deals +10...34...40 damage. Gain 1...4...5 strikes of adrenaline if it hits.
Pure Strike 5 ½ 8 Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.
Disarm 5 ½ 15 Sword attack. Interrupts an action. Interruption effect: disables the skills of target foe for 1...3...3 second[s] if you interrupted a skill.
Riposte 1 2 Skill (8 seconds). Block the next attack made against you. Block effect: deals 20...68...80 damage and inflicts bleeding condition (3...13...15 seconds) to the attacker. No effect unless you have a sword equiped.
Deadly Riposte 5 10 Skill (8 seconds). Block the next attack against you and deals 20...68...80 damage and inflicts bleeding condition (5...17...20 seconds) to adjacent foes. Interrupt all attacking foes. No effect unless you have a sword equiped.
- Hammer Mastery
Stun
Staggering Blow 4 1 Hammer attack. Inflicts weakness condition (5...17...20 seconds). Also inflicts cracked armor condition (5...17...20 seconds) if target foe is knocked down.
Pulverizing Smash 5 1 Hammer attack. Inflicts weakness condition (5...17...20 seconds). Also inflicts deep wound condition (5...17...20 seconds) if target foe is knocked down.
Belly Smash 5 1 10 Hammer attack. Deals +1...16...20 damage and inflicts bleeding condition (5...17...20 seconds). Also inflicts blind condition (3...6...7 seconds) to adjacent foes if you hit a knocked down foe.
Forceful Blow 5 10 Elite Hammer attack. Unblockable. Deals +10...34...40 damage and causes a knock down if target foe is suffering from weakness condition.
Heavy Blow 5 15 Hammer attack. Deals +5...17...20 damage and causes a knock down if target foe is suffering from weakness condition. You lose all adrenaline.
Yeti Smash 8 Hammer attack. Causes a knock down to all foes adjacent to you. You lose all adrenaline. 50% failure chance unless Hammer Mastery is 5 or more.
Counter Blow 4 Hammer attack. Inflicts weakness condition (5...17...20 seconds). Causes a knock down if target foe is attacking.
Overbearing Smash 5 ½ 15 Hammer attack. Interrupts an action. Interruption effect: causes a knock down if you interrupted a spell.
- Melee attacks
Body Blow 5 8 Melee attack. Deals +10...34...40 damage and inflicts cracked armor condition (3...13...15 seconds).
Desperation Blow 5 7 Melee attack. Deals +10...34...40 damage. Inflicts deep wound condition (5...17...20 seconds) if you hit a foe with more health than you. Your adrenaline skills are disabled for 5 seconds.
Drunken Blow 5 7 Melee attack. Deals +10...34...40 damage. Inflicts poison condition (3...13...15 seconds) if target foe is suffering from bleeding condition. Inflicts cracked armor condition (3...13...15 seconds) if target foe is suffering from deep wound condition. Inflicts cripple condition (3...13...15 seconds) if target is suffering from weakness condition. You are knocked down.
Griffon's Sweep 5 Melee attack. Deals +10...18...20 damage. Gain 3...7...8 energy if target foe is suffering from a condition.
Leviathan's Sweep 8 Melee attack. Deals +10...18...20 damage. Deals +5...9...10 more damage (maximum of 30) for each condition target foe is suffering.
Headbutt 8 Elite Melee attack. Deals +10...34...40 damage and inflicts dazed condition (2...8...10 seconds).
Skull Crack 5 ½ Elite Melee attack. Inflicts bleeding condition (3...13...15 seconds) and interrupts an action. Interruption effect: inflicts daze condition (2...8...10 seconds) if you interrupted a spell.
Counterattack 5 ½ 15 Melee attack. Interrupts an action. Interruption effect: deals +5...29...35 damage if you interrupted a skill.
Distracting Strike 5 ½ 15 Melee attack. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for +20 seconds.
Magehunter Strike 5 ½ 5 Elite Melee attack. Interrupts an action. Interruption effect: disables interrupted skill for +10 seconds. Gain 3 energy if you interrupted a spell. Unblockable if target foe is enchanted.
- Stances
Tiger Stance 5 10 Stance (3...13...15 seconds). You attack 25% faster.
Flail 4 Stance (3...13...15 seconds). You attack 25% faster.
Battle Rage 4 Elite Stance (3...13...15 seconds). You attack and move 33% faster and gain 33% more adrenaline for your attacks.
Burst of Aggression 5 12 Stance (8 seconds). You attack 15...27...30% faster. Initial effect: gain 1...3...3 strike[s] of adrenaline. End effect: lose all adrenaline.
Primal Rage 5 12 Elite Stance (8 seconds). You attack and move 15...27...30% faster. Initial effect: you gain 2...6...7 strikes of adrenaline and your attack skills are recharged. Gain 2...6...7 energy for each attack skill recharged. End effect: lose all adrenaline.
Berserker Stance 5 10 Stance (3...13...15 seconds). You attack 33% faster and gain +20 armor. No effect unless you have a hammer equiped.
Sprint 5 15 Stance (8...18...20 seconds). You move 25% faster.
Bull's Charge 5 10 Elite Stance (1...4...5 second[s]). You move 50% faster. Your next melee attack inflicts cripple condition (3...13...15 seconds). Causes a knock down (2...3...3 seconds) if you hit a moving foe. Ends after you hit with an attack or use an attack skill.
Charging Strike 5 10 Elite Stance (5...13...15 seconds). You move 33% faster. Your next melee attack deals +10...34...40 damage and you gain 0...3...4 strike[s] of adrenaline if it hits. Ends after you hit with an attack or use an attack skill.
Balanced Stance 5 10 Stance (3...10...12 seconds). You cannot be knocked down. You gain +10...22...25 armor and do not take additional damage from critical hits when not moving.
Protector's Defense 5 12 Stance (1...5...6 second[s]). You have 75% chance to block. Inflicts cripple condition (2...8...10 seconds) to the attacker whenever you block a melee attack.
Wary Stance 4 10 Stance (1...3...4 second[s]). Incoming damage is reduced by 75% and you cannot be interrupted.
- Shouts
"I Meant to Do That!" 5 8 Shout. You gain 1...4...5 strike[s] of adrenaline and 1...8...10 energy if you are knocked down.
"Fear Me!" 4 6 Shout (1...12...15 second[s]). You have +5...25...30% chance of a critical hit against stationary foes. Initial effect: nearby foes lose 1...3...4 energy.
"You Will Die!" 4 6 Shout (1...12...15 second[s]). Your melee attacks deal +5 damage against conditioned foes. Initial effect: you gain 3 energy (maximum of 3...9...10) for each condition target foe is suffering.
"You're All Alone!" 5 15 Elite Shout (10...18...20 seconds). Your melee attacks have +5...25...30% chance to critical hit against conditioned foes. Initial effect: inflicts cracked armor and weakness conditions (5...13...15 seconds) to nearby foes.
"Retreat!" 5 25 Shout (4...9...10 seconds). Allies in earshot move 33% faster and take 33% less damage while moving. Ends early when attacking.
"Shields Up!" 4 Shout (4...9...10 seconds). Allies in earshot have +60 armor for the next incoming damage and lose cracked armor condition.
"I Will Survive!" 5 10 Shout (5...13...15 seconds). You gain +20 armor and +1...3...3 health regeneration. Gain an additional +1 health regeneration for each condition on you.
"Victory Is Mine!" 5 10 Elite Shout (5...13...15 seconds). You gain +50...170...200 maximum health and +3...7...8 health regeneration. You gain 1...3...3 energy whenever you hit a foe with less health than you. Initial effect: lose a condition and a hex.
"On Your Knees!" 5 15 Shout. Causes a knock down if target foe is moving.
"Coward!" 5 15 Elite Shout (7 seconds). You move 33% faster. Initial effect: causes a knock down if target foe is moving.
- Skills and Signets
Warrior's Cunning 5 10 Skill (20 seconds). Your next 1...3...4 attack[s] are unblockable and critical hit.
Warrior's Endurance 5 30 Elite Skill (5...29...35 seconds). You gain 3 energy each time you hit with a melee attack. Your attack skills recharge 50% faster. No energy gain if you have more than 10...22...25 energy.
Rage of the Ntouka 5 60 Elite Skill (45 seconds). You gain 0...160...200% more adrenaline for your attacks.
Endure Pain 5 30 Skill (20 seconds). Gain +90...258...300 maximum health. End effect: gain 90...258...300 health.
Defy Pain 5 Elite Skill (20 seconds). You gain +90...258...300 maximum health, +20 armor, and take -1...8...10 less damage. Initial effect: lose 1...2...2 condition[s].
Flourish 5 1 8 Elite Skill. Removes all conditions and hexes from you.
Shove 5 ¾ 15 Elite Touch skill. Causes a knock down and removes target foe's stance. Deals 15...63...75 damage if target foe is moving.
Auspicious Parry 1 2 Elite Skill (8 seconds). Block the next attack made against you. Block effect: the attacker takes 20...68...80 damage. End effect: you gain 1...3...4 strike[s] of adrenaline.
Dolyak Signet 15 Signet (8 seconds). You gain +5...17...20 armor and cannot be knocked down. Damage you take is reduced by 1...8...10. Ends after 1...4...5 hit[s].
Signet of Strength 1 45 Signet (20...52...60 seconds). You gain +1...2...2 Strength and +1...2...2 to the attribute of the weapon you are wielding. Does not affect off-hand weapons.
Signet of Stamina 1 4 Signet. Remove weakness, cripple, and cracked armor from yourself, and one additional condition.
Ranger skill changes[edit]
- For each rank of Expertise the energy cost of your preparations, rituals, touch skills and traps are decreased by 4%. In PvE your arrows move 4% faster.
Barrage 5 1 1 Elite Bow attack. Fast-moving arrow. Deals +5...17...20 damage. Hits 5 foes adjacent your target. You lose your preparation. You do not gain adrenaline from this attack.
Oath Shot 5 10 Elite Bow Attack. Deals +10...34...40 damage. Recharges your Traps, Rituals and Preparations if this attack hits and gain 1...4...5 energy for each skill recharged.
Oath Shot 5 1 5 Elite Bow Attack. Inflicts bleeding and deep wound condition (5...17...20 seconds).
Oath Shot 7 Elite Bow Attack. Inflicts bleeding and deep wound condition (5...17...20 seconds).
Oath Shot 6 Elite Bow Attack. Deals +10...34...40 damage. You gain 2...8...10 energy. You deal 15...43...50 damage and gain 1...3...4 strike[s] of adrenaline when blocked.
Throw Dirt 5 15 Skill (5...10...11 seconds). You block the next attack made against you. Block effect: Inflicts blind condition (1...6...7 second[s]) to adjacent foes.
Lightning Reflexes 5 ¼ 15 Skill. Deals 10...62...75 lightning damage and inflicts blind condition (1...4...5 second[s]) to adjacent foes. Shadow step to target ally. Cannot self-target.
Escape 5 15 Elite Stance (1...7...8 second[s]). You move 33% faster and have 75% chance to block.
Dodge 5 15 Stance (2...5...6 seconds). You move 25% faster and have 50% chance to block.
Zojun's Haste 5 12 Stance (2...5...6 seconds). You have move 33% faster and have 75% chance to block.
Whirling Defense 5 15 Stance (2...5...6 seconds). You have 75% chance to block. Block effect: gain 1 strike of adrenaline.
Dryder's Defenses 5 12 Stance (5 seconds). You have 40...72...80% chance to block and +34...55...60 armor against elemental damage.
Natural Stride 5 12 Stance (1...7...8 second[s]). You move 33% faster. You cannot be knocked down if you are not enchanted.
Storm Chaser 5 15 Stance (8...18...20 seconds). You move 25% faster. Damage you take is converted into lightning damage.
Practiced Stance
5 15 Elite Stance (5...17...20 seconds). Your preparations activate 50% faster and last 50...170...200% longer. While under the effect of a preparation, you attack 33% faster.
Storm's Embrace 5 15 Stance (5...17...20 seconds). Your preparations activates 33% faster and lasts 25...85...100% longer. While under the effect of a preparation, damage you deal is converted into lightning damage.
Monk skill changes[edit]
- Divine Favor skills
- For each rank of Divine Favor your Healing Prayers spells heal for 2% more, your Protection Prayers enchantments last 1% longer and your Smiting Prayers spells targeting an ally deal 1 holy damage to adjacent foes.
Healing Hands 5 1 3 Elite Enchantment spell (15 seconds). Target ally gains +4...9...10 health regeneration. Initial effect: heals target ally for 20...60...70.
Word of Healing 5 ¼ 3 Elite Spell. Heals target other ally for 10...18...20% of it's maximum health (maximum healing of 150). Heals for 30...126...150 more if target's health is below 50%. Cannot self-target.
Heal Other 10 ¼ 3 Spell. Heals target other ally for 10...30...35% of it's maximum health (maximum healing of 250). Cannot self-target.
Jamei's Gaze 10 ¼ 3 Spell. Heals target ally for 50...210...250. Cannot self-target.
Gift of Health 5 ¾ 5 Spell. Heals target ally for 15...51...60. Heals for 30...102...120 more if target ally is enchanted with a Protection Prayers enchantment. Cannot self-target.
Light of Deliverance 5 1 6 Elite Spell. Heals your party for 5...15...17% of their maximum health.
5 1 15 Elite Spell. Heals your entire party for 5...15...17% of their maximum health.
Heal Party 10 1 10 Spell. Heals your party for 5...15...17% the amount of their maximum health (maximum healing of 100).
10 2 20 Spell. Heals your party for 5...15...17% the amount of their maximum health (maximum healing of 100).
Light of Dwayna 10 1 10 Spell. Heals your party for 20...60...70. Heals enchanted and hexed party members for 50% more.
10 2 20 Spell. Heals your party for 20...60...70. Heals enchanted and hexed party members for 50% more.
Shielding Hands
5 ¼ 15 Enchantment spell (8 seconds). Reduces incoming damage and life steal by 5...21...25 for target ally.
Shield of Absorption 5 ¼ 15 Enchantment spell (8 seconds). Reduces incoming damage by 5...21...25% for target ally.
Shield of Deflection 5 ¼ 15 Elite Enchantment spell (8 seconds). Target ally has 25...65...75% chance to block. Reduces incoming damage from spells by 15...43...50%.
Shield of Regeneration 5 ¼ 15 Elite Enchantment spell (8 seconds). Target ally gains +4...9...10 health regeneration. Reduces incoming damage and life steal by 10...30...35.
Shield of Absorption
5 1 10 Enchantment spell (3...6...7 seconds). Reduces incoming damage by 5 each time target ally takes damage.
Shield of Deflection 5 ¼ 10 Elite Enchantment spell (3...6...7 seconds). Target ally has 75% chance to block. Reduces incoming damage from spells by 15...43...50%.
Shield of Regeneration 5 ¼ 10 Elite Enchantment spell (3...6...7 seconds). Target ally gains +4...9...10 health regeneration. Reduces incoming damage and life steal by 10...30...35.
- Resurrections
Resurrect 10 4 10 Spell. Resurrect target party member at 25...65...75% health and 25...65...75% energy.
Renew Life 10 3 5 Touch Spell. Resurrect target party member at 40...88...100% health and 25...45...50% energy.
Restore Life 10 3 5 Touch Spell. Resurrect target party member at 25...45...50% health and 40...88...100% energy.
Resurrection Chant 15 6 20 Spell. Resurrect all party members in the area at 25...45...50% health and 25...45...50% energy.
Restore Life 10 4 10 Spell. Resurrect target party member at 25...45...50% health and 25...45...50% energy. Target party member is healed for 25...45...50% more damage when healed (10 seconds).
Renew Life 10 4 10 Spell. Resurrect target party member at 25...45...50% health and 25...45...50% energy. Target party member takes 25...45...50% less damage (10 seconds).
Vengeance 10 4 10 Spell. Resurrect target party member at 25...45...50% health and 25...45...50% energy. Target party member deals 25...45...50% more damage (30 seconds).
Rebirth 10 4 10 Spell. Resurrect target party member with your current health and 0 energy and teleport that ally to your location.
- Smiting Prayers
Signet of Mystic Wrath 2 15 Signet (20 seconds). Target ally and adjacent allies deal 5...29...35 holy damage to foes adjacent to the target of their next skill if they are enchanted. Cannot self-target.
Signet of Judgment 2 15 Elite Signet (20 seconds). Target ally deals 25...45...50 holy damage to adjacent foes and causes a knock down with the next 3 attacks. Cannot self-target.
Judge's Insight 5 ¼ 15 Enchantment spell (30 seconds). Your attacks deal holy damage and have +10% armor penetration. You gain 1...4...5 energy with your next 3 attack skills.
Judge's Intervention 5 ¼ 15 Enchantment spell (30 seconds). The next time your health drops below 25% you are healed for 30...126...150 and adjacent foes take 15...63...75 holy damage. Attacking foes are knocked down.
- For every rank of Divine Favor your Healing Prayers spells heal for 2% more, your Protection Prayers enchantments last 1% longer and your Smiting Prayers spells targeting an ally deals 1 holy damage to adjacent foes.
Smiter's Boon 5 ¼ 20 Enchantment spell (30 seconds). You gain +0...2...2 Smiting Prayers. Divine Favor deals 30% more damage.
Scribe's Insight -1 5 ¼ 20 Elite Enchantment spell. You gain 5...41...50 health whenever you use a spell and 1...3...4 energy whenever you use a signet. Your spells cast 15...35...40% faster and your signets recharge 15...35...40% faster. Ends if you cast a spell on yourself or enter a stance.
Signet of Devotion 1 5 Signet. Heals target ally for 1...80...100.
Purge Signet 1 12 Signet. Removes a condition and a hex from target ally.
Ray of Judgment
10 2 20 Elite Spell. Deals 5...37...45 holy damage and inflicts burning (1...3...3 second[s]) every second (5 seconds). Hits foes adjacent to target's initial location.
Word of Censure 5 1 5 Elite Spell. Deals 5...41...50 holy damage to target foe and foes adjacent to target foe. Inflicts burning condition (1...7...8 second[s]) to foes below 50% health.
Banish 5 1 5 Spell. Deals 5...41...50 holy damage to target foe. Inflicts burning condition (5 seconds) if that foe is a summoned creature.
Spear of Light 5 1 5 Spell. Projectile: Deals 15...43...50 holy damage to target foe and 2 foes near target foe.
Symbol of Wrath/Kirin's Wrath 5 2 30 Spell. Deals 10...30...35 holy damage every second (5 seconds). Hits foes adjacent to target's initial location.
Signet of Judgment 1 20 Signet. Deals 15...63...75 holy damage to target foe and foes adjacent to target foe. Causes a knock down to target foe.
Bane Signet 1 20 Signet. Deals 26...50...56 holy damage. Causes a knock down if target foe is attacking.
Castigation Signet 1 20 Signet. Deals 26...50...56 holy damage. Gain 1...8...10 energy if tagret foe is attacking.
Reversal of Damage
5 ¼ 3 Enchantment spell. (8 seconds). Negates the next damage and hits the source for that same amount (maximum 5...61...75).
Smite Condition 5 1 5 Spell. Removes a condition. Removal effect: deals 10...50...60 holy damage to foes in the area of target ally.
Smite Hex 5 1 12 Spell. Removes a hex. Removal effect: deals 10...70...85 holy damage to foes in the area of target ally.
Holy Wrath 10 1½ 30 Enchantment spell (8 seconds). Party members within earshot deal 33% of each incoming damage (maximum of 5...41...50) back to source. Ends after dealing damage 1...4...5 time[s].
Judge's Intervention 5 ¼ 12 Enchantment spell (8 seconds). Deals 3...15...18 damage back to foes each time target ally takes damage. If target ally takes fatal damage, that damage is negated and this enchantment ends. Negation effect: deals 30...150...180 holy damage to the foe that inflicted the fatal damage.
Pensive Guardian 5 ¼ 10 Enchantment spell (2...8...10 seconds). Target ally has 75% chance to block the next 3 attacks. Block effect: deals 10...34...40 holy damage to adjacent foes.
Shield of Judgment 5 ¼ 15 Elite Enchantment spell (10 seconds). Negates the next incoming damage target ally takes and deals 25...65...75 holy damage and causes a knock down to the source of the damage and foes adjacent to the source.
Zealot's Fire 5 1 10 Enchantment spell (30 seconds). Whenever you use a skill on an ally, inflicts burning condition (1...3...4 second[s]) to all foes adjacent to that ally. Ends after using a skill on an ally 5 times.
Vengeance 10 4 10 Spell. Resurrect target party member at 50% health and 50% energy. Target party member deals 15...43...50% more damage (30 seconds).
10 4 20 Spell. Resurrect target party member at 25% health and 25% energy. Target party member deals 15...43...50% more damage (15 seconds).
Judgment Strike
5 1 15 Elite Attack (12 seconds). Deals 23...45...50 holy damage and causes a knock down to target foe and all foes adjacent to target foe. PvE Skill.
Defender's Zeal 5 1 5 Elite Enchantment spell (5...21...25 seconds). Target ally is unblockable. Gain 2 energy whenever target ally hits with an attacks. Cannot self-target.
Balthazar's Aura 5 ¾ 10 Enchantment spell (3...13...15 seconds). Attacks deal 10...22...25 holy damage to the foe they hit and foes adjacent to that foe. Ends after 5 hits. Cannot self-target.
Balthazar's Pendulum 10 ¾ 15 Elite Enchantment spell (3...13...15 seconds). Attacks cause a knock down. Ends after 1...3...3 hits. Cannot self-target.
Balthazar's Spirit 5 ¾ 15 Enchantment spell (3...13...15 seconds). Target ally attacks 25% faster. Cannot self-target.
Judge's Insight 5 ¼ 15 Enchantment spell (30 seconds). Converts target ally's attacks to holy damage and adds +20% armor penetration.
Strength of Honor 10 2 15 Enchantment spell. Target ally deals +5...21...25 more damage with attacks.
Smite 5 ¼ 10 Enchantment spell (12 seconds). Target ally's next attack deals +15...43...50 holy damage. Causes a knock down to attacking foes.
Holy Strike 5 ¼ 8 Enchantment spell (12 seconds). Target ally's next attack deals +15...43...50 holy damage. Deals double damage to knocked down foes.
Stonesoul Strike 5 ¼ 8 Enchantment spell (12 seconds). Target ally's next attack deals +15...43...50 holy damage. Inflicts burning condition (1...4...5 second[s]) to the foes it hits.
Signet of Rage 2 15 Signet. Target ally gains 1...3...4 strike[s] of adrenaline. Cannot self-target.
Signet of Mystic Wrath 4 Signet. The next time you target an ally with an enchantment, foes adjacent to that ally take 5...29...35 holy damage. Activation cost: you lose 1 energy.
Essence Bond
10 1 Enchantment spell. You gain 1 energy whenever target ally takes damage.
Succor 5 1 10 Enchantment spell. Target ally gains 1 energy whenever that ally takes damage. Cannot self-target.
Mesmer skill changes[edit]
Backfire 10 2 20 Hex spell (10 seconds). Deals 25...85...100 damage whenever target foe casts a spell.
Backfire (PvP) 10 2 30 Hex spell (10 seconds). Deals 15...63...75 damage whenever target foe casts a spell.
Visions of Regret 10 2 20 Elite Hex spell (10 seconds). Also hexes foes adjacent to target. Deals 25...85...100 damage whenever they use a skill.
Visions of Regret (PvP) 10 2 30 Elite Hex spell (10 seconds). Deals 15...63...75 damage whenever target uses a skill.
Ignorance 10 2 20 Hex spell (10 seconds). Causes 2...8...10 energy loss whenever target foe casts a spell.
Ignorance (PvP) 10 2 30 (10 seconds). Causes 1...6...7 energy loss whenever target foe casts a spell.
Energy Burn
5 2 15 Spell. Target foe loses 1...4...5 energy. Deals 15 chaos damage for each point of energy lost.
Energy Surge 5 2 15 Elite Spell. Target foe loses 1...4...5 energy. Deals 20 chaos damage to target and nearby foes for each point of energy lost.
Energy Tap 5 1½ 20 Spell. Target foe loses 1...4...5 energy. Gain 3 energy for each point of energy lost.
Energy Drain 5 1 15 Spell. Target foe loses 1...4...5 energy. Heals for 50 and gain 5 energy for each point of energy lost.
Overload
5 ¼ 5 Hex spell (5 seconds). Causes -1...3...3 health degeneration to target foe. End effect: deals 5...41...50 chaos damage.
Shatter Delusions 5 ¼ 6 Spell. Removes a mesmer hex from target foe. Removal effect: deals 15...63...75 chaos damage to target foe and adjacent foes.
Shatter Storm 5 1 15 Elite Spell. Remove 1...3...3 enchantment[s] from target foe. Removal effect: deals 10...34...40 damage each second (5 seconds) to foes adjacent to the initial location of target foe.
Hex Eater Vortex 5 ¼ 10 Elite Hex spell (5 seconds). Removes a mesmer hex from target foe. Removal effect: deals 10...42...50 damage to target foe and nearby foes and causes 1...3...3 health degeneration. End effect: deals 10...42...50 damage to target foe and nearby foes.
Hex Eater Signet 1 10 Signet. Removes a hex from target ally. Removal effect: you gain 1...8...10 energy.
Psychic Distraction
5 ¼ 12 Elite Spell. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disables for 5...11...12 seconds for target foe and all other foes.
Power Block 10 ¼ 15 Elite Spell. Interrupts a spell or chant. Interruption effect: disables that skill and all skills from the same attribute for 3...7...8 seconds.
Power Flux 5 ¼ 12 Elite Hex spell. Interrupts a spell or chant. Interruption effect: hexes target foe and nearby foes (6 seconds). The next time these foes cast a spell, that spell fails and deals 30...102...120 damage.
Power Leech 5 ¼ 15 Elite Hex spell (4...9...10 seconds). Interrupts a spell or chant. Interruption effect: steals 5...13...15 energy from target foe and causes -2 energy degeneration.
Signet of Disruption
¼ 20 Signet. Interrupts a skill. Interruption effect: deals 10...42...50 damage to target foe and adjacent foes.
Signet of Distraction ¼ 20 Signet. Interrupts a skill. Interruption effect: disables the interrupted skill for 1...12...15 second[s]).
Leech Signet ¼ 30 Signet. Interrupts a skill. Interruption effect: You gain 5...17...20 energy.
Enchanter's Conundrum
10 1 15 Elite Hex spell (10 seconds). Also hexes adjacent foes. Enchantments cast on these foes activate 100...180...200% slower. Initial effect: removes an enchantment from target foe and foes adjacent to target foe. Removal effect: deals 14...83...100 damage.
Spiritual Pain 5 1 12 Spell. Deals 5...41...50 chaos damage to target foe. Inflicts deep wound condition (2...8...10 seconds) if a summoned creature is near target foe. All hostile summoned creatures in the area of target foe take 25...105...125 damage.
Spiritual Pain (PvP) 5 1 12 Spell. Deals 5...41...50 chaos damage to target foe. All hostile summoned creatures in the area of target foe take 25...105...125 damage.
Wastrel's Demise 5 ¼ 5 Hex spell (5 seconds). Deals 1...8...10 chaos damage each second. Also hexes adjacent foes if target foe is not using a skill.
Wastrel's Worry 5 ¼ 3 Hex spell (3 seconds). End effect: deals 5...41...50 chaos damage. Also hexes adjacent foes if target foe is not using a skill. No effect if it ends early.
Price of Pride 5 ¼ 15 Hex spell (5 seconds). The next time target foe uses an elite skill the elite skill fails and target takes 15...63...75 damage and loses 1...6...7.
10 ¼ 15 Hex spell (5 seconds). The next time target foe uses an elite skill the elite skill fails and target takes 15...63...75 damage and loses 1...6...7.
Confusing Images
10 2 20 Hex spell (5...13...15 seconds). Also hexes foes adjacent to target foe. These foes attack 50% slower. End effect: You gain 1...6...7 energy.
Confusing Images 10 2 20 Hex spell (2...8...10 seconds). Also hexes foes adjacent to target foe. Doubles non-attack skill activation time.
Imagined Burden 15 1 30 Hex spell (8...18...20 seconds). Target foe moves 50% slower and has -1...3...4 health degeneration.
Soothing Images 10 2 10 Hex spell (2...8...10 seconds). Target foe attacks 33% slower. Target foe loses all adrenaline when using an attack skill.
Soothing Images 10 2 20 Hex spell (5...17...20 seconds). Target foe attacks 50% slower and gains 50% less adrenaline with attacks.
Ineptitude 10 1 15 Elite Hex spell (4 seconds). Interrupts target foe's next attack. Interruption effect: deals 30...114...135 damage and inflicts blindness condition (10 seconds) to target foe and foes adjacent to target foe.
Channeling
5 1 15 Enchantment spell (15...51...60 seconds). You gain 1 energy for each creature in the area whenever you cast a spell (maximum of 1...4...5). Does not affect summoned creatures.
Ether Signet 2 8 Signet. You gain 3...13...15 health (maximum of 200) for each point of energy you have.
Ether Signet 2 8 Signet. You lose 3 energy. You gain 20...56...65 health for each point of energy lost.
Energy Drain 5 2 15 Hex spell (8 seconds). Also hexes foes adjacent to target foe. The next spell these foes cast fails and you steal 4...12...14 energy.
Spirit Shackles 10 2 10 Hex spell (20 seconds). Target foe loses 1...4...5 energy whenever it attacks.
Spirit of Failure 10 2 10 Hex spell (20 seconds). Target foe has 25% chance to miss. You gain 1...3...3 energy whenever target foe misses.
Arcane Echo
15 1 10 Enchantment spell (30 seconds). This spell becomes the next spell you use (30 seconds). No effect and ends early if you use a non-spell skill.
Arcane Mimicry 15 1 30 Enchantment spell (30 seconds). This spell becomes target ally's elite skill (30 seconds). Cannot self-target. No effect if that skill is a form.
Arcane Thievery/Arcane Larceny 5 1 Hex spell (30 seconds). This spell is disabled becomes the next spell target foe uses (30 seconds). The spell uses the same attribute as it's caster. End effect: recharges instantly.
Echo 10 1 Elite Enchantment spell (30 seconds). This spell becomes the next skill you use (30 seconds).
Inspired Enchantment/Revealed Enchantment 5 1 Spell. Removes an enchantment from target foe. Removal effect: this spell becomes the removed enchantment (30 seconds). The enchantment uses the same attribute as it's caster.
Inspired Hex/Revealed Hex 5 1 Spell. Removes a hex from target ally. Removal effect: this spell becomes the removed hex (30 seconds). The hex uses the same attribute as it's caster.
Simple Thievery 5 1 Elite Hex spell (30 seconds). This spell is disabled and becomes the next skill target foe uses (30 seconds). The skill uses the same attribute as the skill target foe uses. End effect: recharges instantly.
Necromancer skill changes[edit]
Depravity 10 2 15 Elite Hex spell (8 seconds). Also hexes foes near target foe. Deals 5...29...35 damage and causes 1...3...3 energy loss whenever these foes attack or cast a spell. End effect: inflicts disease and weakness conditions (3...13...15 seconds) to hexed foes and foes near those foes.
Discord 10 2 15 Elite Hex spell (5...17...20 seconds). Also hexes foes near target foe. Deals 15...27...30 damage to foes hexed with this skill whenever an other foe hexed with this skill attacks or casts a spell. Causes -1...4...5 health degeneration to foes suffering from a condition.
Wail of Doom 5 15 Elite Shout. Knock down target foe and foes adjacent to target foe (2...4...4 seconds).
Reaper's Mark 5 1 45 Elite Hex spell (5...13...15 seconds). Causes -1...8...10 health degeneration to target foe. Gain 5...13...15 energy and your necromancer spells are recharged if target foe dies.
Ravenous Gaze 8% 1 1 10 Elite Spell. Deals 15...27...30 shadow damage and steals 15...27...30 health from target foe and foes adjacent to target foe. Gain 1...3...3 energy for each foe with a condition.
Ravenous Gaze 8% 1 1 5 Elite Spell. Deals 15...27...30 shadow damage and steals 15...27...30 health from target foe and foes adjacent to target foe. Foes suffering from a condition lose 15...27...30 health.
8% 1 1 10 Elite Spell. Deals 15...27...30 shadow damage and steals 15...27...30 health from target foe and foes adjacent to target foe. Foes suffering from a condition lose 15...27...30 health.
Vampiric Spirit 5 1 5 Elite Enchantment spell (10 seconds). You gain +5...9...10 health regeneration. Initial effect: steal 30...66...75 health from target foe.
Vampiric Spirit 5 1 5 Elite Enchantment spell (10 seconds). You gain +5...9...10 health regeneration. You steal 5...17...20 health from the target foe whenever you target a foe with a necromancer skill. Initial effect: steal 10...42...50 health from target foe.
5 1 10 Elite Enchantment spell (10 seconds). You gain +5...9...10 health regeneration. You steal 5...17...20 health from the target foe whenever you target a foe with a necromancer skill. Initial effect: steal 10...42...50 health from target foe.
Vampiric Gaze 5 1 5 Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.
5 1 10 Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.
Unholy Feast 10 1½ 10 Spell. Deals 10...34...40 shadow damage to target foe and removes all of that foe's conditions. Removal effect: steals 5...13...15 health for each condition removed (maximum of 60).
Feast of Corruption 10 1½ 10 Elite Spell. Deals 10...34...40 shadow damage and removes all conditions from target foe and foes near target foe. Removal effect: steals 5...13...15 health for each condition removed (maximum of 80).
Dark Pact 10% 1 1 2 Spell. Target foe loses health equal to 100...180...200% of the health you lost by the sacrifice cost of this skill (maximum of 60).
Malign Intervention 10 1 5 Hex spell (5...17...20 seconds). Target receives 20% less from healing. Creates a level 1...16...20 Bone Horror you control when target foe dies. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). No effect if target foe does not leave an exploitable corpse.
Demonic Flesh 5 1 Enchantment spell (20...40...45 seconds). Target ally is immune to the disease condition and has +2...8...10 armor against diseased foes. Initial effect: removes disease condition from target ally.
Cultist's Fervor
10 1 20 Elite Enchantment spell (30 seconds). Gain +0...2...2 to all your Necromancer Attributes and +10...34...40 Armor. Sacrifice 10...6...5% health whenever you cast a spell.
Offering of Blood 5 1 20 Elite Enchantment spell (10...30...35 seconds). Reduces your health sacrifice by 10...42...50%. You gain 1...3...3 energy whenever you sacrifice health.
Soul Taker
5 1 15 Elite Enchantment spell (3...25...30 seconds.) Attacks deal +15...19...20 damage and sacrifice 15...19...20 health. PvE Skill
Dark Aura 10 1 10 Enchantment spell (30 seconds.) Deals 5...41...50 damage to adjacent foes whenever target ally sacrifices Health. Damage cost: you lose 5...17...20 Health.
Taste of Pain 5 1 10 Enchantment spell (30 seconds.) Gain +5...21...25 Armor against foes with more health than you. Heals for 5...41...50 whenever you sacrifices Health.
The Necromancer, one of the best professions in the game, but not seeing its full potential[edit]
- Thanks to its primary attribute, Soul Reaping, the Necromancer is one of the most flexible professions to play in Guild Wars. It is a staple in almost every team played, be it PvE or PvP, providing additional bodies to tank or to deal damage as a Minion Master, providing crowd control with Curses, granting energy management with Blood is Power, spiking with life steal or armor ignoring damage, or offering support by making use of its secondary profession skills, such as a Ritualists' Restoration Magic skills and a Monk's Protection Prayers skills. However, the skills the Necromancer does use are usually the same select few and many of its skills go underused. My main goal is to have these underused skills see play in builds with potential that currently do not see regular play in teams.
- Wells
- First of all, I want to adress the Well spells. In potential they are very good spells to play, but the problem is that they are competing with the Minion Master build, as they also require an exploitable corpse to be used. Over time, exploiting corpses to summon minions has proven to be the most effective, and that is something that will simply not change. To have the Wells see play, I removed the corpse exploit requirement entirely. Instead they are spells that can target both allies and foes and creates a Well at the location of the target, similar to how you can exploit a corpse of both a foe and an ally. As compensation, they also gained a health sacrifice as additional cost. Some of the Well spells also have their effects changed to fit their more pro-active use.
- With the Well spells of Blood Magic being designed to support allies, they see little change. As an elite skill, I did replace the health regeneration with an attribute increase of Well of Power to make it a more pro-active support skill.
- The Well spells that are in Curses have been redesigned to fit the crowd control playstyle better, acting as control-centric AoE pressure tools that enemies will need to avoid. The changes they received is to cover a type of AoE control that the Necromancer does not have access to yet.
- The Well Spells in Death Magic have been designed to deal damage and support pressure from the conditions the spells in Death Magic can inflict.
- Blood Magic Wells
Well of Blood 17% 10 1 8 Well spell (8...18...20 seconds). Open a Well of Blood the location of target ally or foe. Allies in this well have +1...5...6 health regeneration.
Well of Power 17% 10 1 8 Elite Well spell (8...18...20 seconds). Open a Well of Power at the location of target ally or foe. Allies in this well have +1...2...2 energy regeneration and +1...2...2 attribute points.
- Curses Wells
Well of Silence 17% 15 2 20 Well spell (8...18...20 seconds). Open a Well of Silence at the location of target ally or foe. Foes inside this well activate their spells and chants 50% slower.
Well of Darkness 17% 15 2 30 Well spell (8...18...20 seconds). Open a Well of Darkness at the location of target ally or foe. Foes inside this well have 50% chance to miss.
Well of the Profane 17% 15 2 30 Well spell (8...18...20 seconds). Open a Well of the Profane at the location of target ally or foe. Foes inside this well move 50% slower.
Well of Weariness 17% 10 1 10 Well spell (8...18...20 seconds). Open a Well of Weariness at the location of target ally or foe. Foes inside this well suffer -0...2...2 energy degeneration.
- Death Magic Wells
Well of Suffering 17% 10 1 10 Well spell (8...18...20 seconds). Open a Well of Suffering at the location of target ally or foe. Foes inside this well suffer -1...5...6 health degeneration
Well of Ruin 17% 15 2 10 Well spell (8...18...20 seconds). Open a Well of Ruin at the location of target ally or foe. Conditions inflicted to foes inside this well last 50% longer.
- Blood Support
- A role I want to improve for the Necromancer, is its ability to play as an offensive support character. While the Order enchantments currently do see play, they are being played primarily by an Elementalist, not the Necromancer itself. This is something I want to change. To make them easier to play for the Necromancer, I added the effect that they return health for each party member enchanted by them if Soul Reaping is 4 more more. This should not hurt their playability for professions that play a Necromancer as their secondary profession, while making it easier for the primary Necromancers to play them outside a dedicated build like the Elementalist does. The main aim is to create support spells that make a martial heavy team build much more viable to play, as this game is currently dominated by spellcaster team builds. Of course these changes are not without forgoing the spellcaster support.
Blood Bond 10% 1 1 8 Hex spell (12 seconds). Also hexes foes adjacent to target foe. Allies hitting these foes gain 5...17...20 health. If any of these foes die while hexed, adjacent allies are healed for 20...84...100
Blood Drinker 17% 1 1 8 Hex spell (12 seconds). Target ally steals 10...22...25 health from adjacent foe for the next 1...3...4 attack[s]. If these attacks hit a bleeding foe, target ally gains 2...4...5 energy.
Blood of the Aggressor 10% 1 1 8 Enchantment spell (12 seconds). Target ally gains 1 strike of adrenaline for the next 1...3...4 attack[s]. If these attacks hit an attacking foe, target ally steals 5...17...20 health from that foe.
Blood Renewal 17% 1 2 4 Enchantment spell (12 seconds). Target ally recharges spells 10...22...25% faster. Cannot self-target.
Blood Ritual 17% 1 2 4 Enchantment spell (12 seconds). Target ally gains +1...3...3 energy regeneration. Cannot self-target.
Blood is Power 17% 1 1 4 Elite Enchantment spell (12 seconds). Target ally gains +2...4...5 energy regeneration. Cannot self-target.
Order of Pain 20% 10 1 5 Enchantment spell (5 seconds). Enchants all party members. Party members deal +5...17...20 damage with their attacks. Gain 2% of your health back for each party member enchanted by this spell if Soul Reaping is 4 or more.
Order of the Vampire 20% 5 1 5 Elite Enchantment spell (5 seconds). Enchants all party members. Party members steal 5...17...20 health with their attacks. Gain 2% of your maximum health back for each party member affected by this spell if Soul Reaping is 4 or more.
Order of Apostasy 20% 5 1 5 Elite Enchantment spell (5 seconds). Enchants all party members. Party members attack 33% faster and have +15...43...50% change to critical hit against foes with more health than them. 50% failure unless Blood Magic is 5 or more. Gain 2% of your maximum health back for each party member affected by this spell if Soul Reaping is 4 or more.
Dark Fury 20% 10 1 5 Enchantment spell (5 seconds). Enchants all party members. Party members gain 1 strike of adrenaline each time they hit with an attack. 50% failure unless Blood Magic is 5 or more. Gain 2% of your maximum health back for each party member affected by this spell if Soul Reaping is 4 or more.
Mark of Fury 5 ¾ 10 Hex spell (5 seconds). Allies hitting target foe gain 0...2...2 strike[s] of adrenaline. End effect: inflicts cracked armor condition (1...12...15 second[s].)
Well of Blood 17% 10 1 8 Well spell (8...18...20 seconds). Open a Well of Blood the location of target ally or foe. Allies in this well have +1...5...6 health regeneration.
Well of Power 17% 10 1 8 Elite Well spell (8...18...20 seconds). Open a Well of Power at the location of target ally or foe. Allies in this well have +1...2...2 energy regeneration and +1...2...2 attribute points.
- Life Steal
- Blood Spike has been a notorious PvP build, but is a build that has never seen much play in PvE. The goal of the following suggested changes is to make the life steal spells less spike-centric and have them work in tendem with Blood Magic's support spells, combining life steal with support. I made the spells with the "Gaze" nomenclature more consistent for the Necromancer, with all of them having a bonus effect when the spell targets a foe with a condition. The intention with these changes is to have these life steal spells be effective in both PvE and PvP, and not just PvP.
Barbed Signet 8% 1 10 Signet. Inflicts bleeding condition (3...13...15 seconds) to target foe and foes adjacent to target foe.
Signet of Suffering 8% 4 Elite Signet. Inflicts bleeding condition (3...13...15 seconds) to the foe targeted by your next Necromancer skill and foes adjacent to that foe. You gain 1...4...5 energy if target foe is already suffering from a condition.
Vampiric Gaze 5 1 10 Enchantment spell (12 seconds). Steals 10...42...50 health from target foe. You gain +1...5...6 health regeneration if target foe is suffering from a condition.
Vampiric Swarm 10 2 15 Enchantment spell (10 seconds). Steals 10...42...50 health from target foe and 2 foes in the area of target foe. Party members in earshot gain +1...3...3 health regeneration.
Vampiric Spirit 5 1 10 Elite Enchantment spell (3...13...15 seconds). Steals 10...42...50 health from target foe. You gain 10...42...50 health and 0...2...2 energy whenever you cast a Necromancer enchantment.
Jaundiced Gaze 10 1 10 Enchantment spell (3...13...15 seconds). Steals 10...42...50 health from target foe. Your Necromancer enchantments cast 50% faster if target foe is suffering from a condition.
Gaze of Contempt 10 1 10 Enchantment spell (3...13...15 seconds). Steals 10...42...50 health from target foe. Your Necromancer enchantments last 30% longer is target foe is suffering from a condition.
Angorodon's Gaze 5 1 10 Enchantment spell (12 seconds). Steals 10...42...50 health from target foe. You gain +1...3...3 energy regeneration if target foe is suffering from a condition.
Strip Enchantment 10 1 20 Spell. Removes 0...2...2 enchantment[s] from target foe. Removal effect: steal 5...53...65 health.
- Shadow Damage
- An other source of armor ignoring damage the Necromancer has in Blood Magic is shadow damage. The following spells I designed to be much more pressure focused, dealing low damage, but inflicting a variety of debilitating conditions to multiple foes at once. The low damage of these spells is compensated by Unholy Feast and Feast of Corruption, which removes all of the conditions to deal a significant amount of armor ignoring damage/life steal. Since many of these spells have a health sacrifice as cost, they also help to regain to regain your lost health. Having these spells remove all of the conditions for their life steal is to prevent a team spike.
Barbed Signet 8% 1 10 Signet. Inflicts bleeding condition (3...13...15 seconds) to target foe and foes adjacent to target foe.
Signet of Suffering 8% 4 Elite Signet. Inflicts bleeding condition (3...13...15 seconds) to the foe targeted by your next Necromancer skill and foes adjacent to that foe. You gain 1...4...5 energy if target foe is already suffering from a condition.
Ravenous Gaze 8% 1 1 10 Elite Spell. Deals 15...27...30 shadow damage and steals 15...27...30 health from target foe and foes adjacent to target foe. Gain 1...3...3 energy for each foe with a condition.
Dark Pact 10% 1 1½ 10 Spell. Deals 10...26...30 shadow damage and inflicts cripple condition (1...4...5 second[s]) to target foe and foes adjacent to target foe.
Shadow Strike 10% 1 1½ 10 Spell. Deals 10...26...30 shadow damage and inflicts blind condition (1...4...5 second[s]) to target foe and foes adjacent to target foe.
Lifebane Strike 10% 1 1½ 10 Spell. Deals 10...26...30 shadow damage and inflicts cracked armor condition (3...10...12 seconds) to target foe and foes adjacent to target foe.
Oppressive Gaze 10 1 10 Spell. Inflicts 10...26...30 shadow damage to target foe and foes adjacent to target foe. Inflicts poison and weakness condition (3...10...12 seconds) to foes suffering from a condition.
Unholy Feast 10 1½ 10 Spell. Deals 10...34...40 shadow damage to target foe and removes all of that foe's conditions. Removal effect: steals 5...13...15 health for each condition removed (maximum of 60).
Feast of Corruption 10 1½ 10 Elite Spell. Deals 10...34...40 shadow damage and removes all conditions from target foe and foes adjacent to target foe. Removal effect: steals 5...13...15 health for each condition removed (maximum of 80).
- Tainted Flesh Toucher
- The "Toucher" is a build that has seen quite a lot of success in the past, with Vampiric Touch and Vampiric Bite being the cornerstone skills. The problem is, it's a Ranger build, and the Necromancer never plays them. To allow the Necromancer play a toucher build, I moved Tainted Flesh, an elite skill that rarely sees play, to Blood Magic, and overhauled its effect. Like the Ranger's inherent effect of Expertise, Tainted Flesh now grants the same effect for Soul Reaping, reducing the energy cost of your touch skills. The high energy cost has always been the biggest barrier for the playability of Vampiric Touch and Vampiric Bite. As this build requires you to be in melee range, and the Ranger having a low armor rating, I added an armor increase to make this build safer to use. Since you are also chasing after your enemies, I also gave it a movement speed increase, though I do suggest to make this effect PvE only. As for the touch skills themselves, I made some changes to some of them that help out playing this melee ranged build and can play an effective "Toucher" build. I also want to address Plague Touch specifically. While it fits well in Blood Magic's Toucher build, I believe this skill fits much better in No Attribute as a non-scaling skill, and make it more accessable to Necromancer secondary players, Melee players in particular.
Tainted Flesh 5 ¼ 20 Enchantment spell (30 seconds). Inflicts disease condition (1...3...3 second[s]) to adjacent foes whenever you use a touch skill. You are immune to disease condition. For each rank of Soul Reaping your touch skills cost 4% less energy. At Soul Reaping 4 or more you gain +1...3...3 armor and move 2...4...5% faster for each touch skill you have equiped.
Vampiric Touch/Vampiric Bite 15 ¾ 3 Touch skill. Steals 30...66...75 health from target foe.
Touch of Agony 10% 1 ¾ 3 Touch skill. Deals 20...52...60 shadow damage to target foe and foes adjacent to target foe.
Wallow's Bite 10% 1 ¾ 3 Touch skill. Deals 20...52...60 shadow damage and inflicts cripple condition (1...4...5 second[s]) to target foe.
Enfeebling Touch 5 ¾ 5 Touch skill. Deals 10...50...60 shadow damage and inflicts weakness condition (5...17...20 seconds) to target foe and foes adjacent to target foe.
Vile Touch 10% 1 ¾ 3 Touch skill. Deals 20...52...60 shadow damage to target foe. Gain 1...4...5 energy if target foe is suffering from a condition. No effect unless Soul Reaping is 4 or more.
Plague Touch 5 ¾ Touch skill. Transfer 2 conditions from yourself to target foe.
Life Siphon 10 1 20 Hex spell (6...13...15 seconds). Also hexes foes adjacent to target foe. Causes -1...3...3 health degeneration. You gain +1...3...3 health regeneration for each hexed foe.
Life Transfer 5 1 20 Elite Hex spell (6...13...15 seconds). Also hexes foes near target foe. Causes -3...7...8 health degeneration. You gain +3...7...8 health regeneration for each hexed foe.
Signet of Agony ¾ 15 Signet (10 seconds). Reduces the health sacrifice of your next 1...3...4 spell[s] by 50%.
Signet of Sorrow 2 30 Signet. The next time your health would drop below 0 you are healed for 50...170...200 instead. If your health drops below 0 due to health sacrifice this skill recharges instantly. Activates 50% faster if you are near a corpse.
- Debuff
- Next to Death Magic's Minion spells, the spells in Curses see the most play out of the Necromancer skills. An issue I do have is that a lot of them basically do the same thing, but in a different way, or do it worse. This is something I want to change by having some of the hexes in Curses do a different thing, and by focusing certain hexes to be more specialized in single target control, while others are specialized in crowd control. The overal theme still remains to weaken the opponent by reducing the effectiveness of their abilities, rather than punishing their actions or shutting them down entirely like the Mesmer, and apply pressure while they linger.
Atrophy 10 1 15 Hex spell (10 seconds). Reduces target foe's attributes by 0...2...2.
Malaise 10 1½ 20 Hex spell (3...13...15 seconds). Reduces target foe's maximum energy by 30%.
Desecrate Enchantments 10 1½ 15 Hex spell (10 seconds). Enchantments cannot be cast on target foe if target foe is enchanted by more than 6...3...2 enchantments.
Price of Failure 10 2 8 Hex spell (3...13...16 seconds). Target foe activates skills 50% slower and has -0...2...3 health degeneration.
Faintheartedness 10 1 8 Hex spell (3...13...16 seconds). Target foe attacks 50% slower and has -0...2...3 health degeneration.
Weaken Knees 5 1 8 Elite Hex spell (3...13...16 seconds). Target foe moves 50% slower and has -1...3...4 health degeneration.
Rigor Mortis 10 1 20 Hex spell (8...18...20 seconds). Target foe cannot block.
Soul Bind 10 1 5 Elite Hex spell (30 seconds). Reduces healing target foe receives by 10...34...40%.
Defile Flesh 5 1 5 Hex spell (8 seconds). Reduces healing target foe receives by 33% the next time target foe is healed and this hex ends. End effect: inflicts deep wound condition (3...13...15 seconds) No effect unless Curses is 5 or more.
Defile Enchantments 5 1 5 Hex spell (8 seconds). The duration of the next enchantment cast on target foe is reduced by 20...68...80% and this hex ends. End effect: deals 6...49...60 damage to target foe and foes near target foe.
Meekness
17% 15 2 15 Hex spell (5...25...30 seconds). Target foe and foes near target foe deal 33% less damage.
Shadow of Fear 10 2 15 Hex spell (5...25...30 seconds). Target foe and foes near target foe attack 50% slower.
Lingering Curse 15 1 10 Elite Hex spell (5...25...30 seconds). Target foe and foes near target foe have -0...2...3 health degeneration and receive 20% less benefit from healing.
Vocal Minority 10 1 20 Hex spell (5...17...20 seconds). Target foe and foes near target foe cannot use shouts or chants.
Well of Silence 17% 15 2 20 Well spell (8...18...20 seconds). Open a Well of Silence at the location of target ally or foe. Foes inside this well activate their spells and chants 50% slower.
Well of Darkness 17% 15 2 30 Well spell (8...18...20 seconds). Open a Well of Darkness at the location of target ally or foe. Foes inside this well have 50% chance to miss.
Well of the Profane 17% 15 2 30 Well spell (8...18...20 seconds). Open a Well of the Profane at the location of target ally or foe. Foes inside this well move 50% slower.
Well of Weariness 17% 10 1 10 Well spell (8...18...20 seconds). Open a Well of Weariness at the location of target ally or foe. Foes inside this well suffer -0...2...2 energy degeneration.
Enfeebling Blood 10% 1 1 8 Spell. Inflicts weakness condition (5...17...20 seconds) to target foe and foes near target foe.
Weaken Armor 5 1 5 Spell. Inflicts cracked armor condition (5...17...20 seconds) to target foe and foes near target foe.
- Punishment
- As for the hex spells that punish actions, I moved Spoil Victor and Soul Leech to Curses, as their effects fit this attribute's playstyle much better. Insidious Parasite received a small change to make it a bit more playable, having its life steal be on each attack instead of each hit. To punish the use of shouts and chants, I took a more creative solution for Cacophony. Instead of punishing the user of that shout or chant, it damages all foes within earshot. The idea behind it is that the target makes such a horrible sound, it damages the hearing of its allies and makes their ears bleed. As a skill, it will put a large amount of pressure on the allies of the hexes foe if that foe will keep using shouts and chants.
Spoil Victor 10 1 10 Elite Hex spell (3...13...15 seconds). Causes 25...85...100 health loss whenever target foe attacks or casts spells on a creature with less health.
Spiteful Spirit 15 2 10 Elite Hex spell (8...18...20 seconds). Deals 5...29...35 damage to target and adjacent foes whenever this foe attacks or uses a skill.
Soul Leech 10 1½ 15 Elite Hex spell (10 seconds). Steals 15...67...80 health whenever target foe casts a spell.
Insidious Parasite 15 1 12 Hex spell (5...13...15 seconds). Steals 15...31...35 health whenever target foe attacks.
Cacophony 10 1 15 Hex Spell (20 seconds). Whenever target foe uses a shout or chant all foes in earshot of target foe take 15...43...50 damage and suffer bleeding condition (5...17...20 seconds).
- Disruption
- While Curses is primarily focused on applying debuffs, I do want to want to give the Necromancer some tools to be able to disrupt the opponent. However, unlike the Mesmer's disruption spells, these spells do not reward a successful disruption with damage or energy, but to keep up the pressure, inflict conditions instead. Combining disruption with damage and energy management is something that has proven itself to be incredibly power in this game, so much so that it is something that actually could use a nerf, and while I do want to give the Necromancer the ability to interrupt, it is this combination I do not want to add more skills to. Especially since they would outplay the debuff and punishment hexes in Curses. When designing these skills, I did try to find a balance between the debuff skills and the disruption skills.
Ulcerous Lungs 17% 5 1 20 Hex spell (8 seconds). The next time target foe uses a spell that targets one of your allies, that spell fails and this hex ends. End effect: inflicts bleeding condition (10...22...25 seconds).
Mark of Subversion 17% 5 1 20 Hex Spell (8 seconds). The next time target foe uses a spell that targets one of their allies, that spell fails and this hex ends. End effect: inflicts dazed condition (2...8...10 seconds).
Wither 17% 5 1 15 Elite Hex spell (8 seconds). Also hexes foes adjacent to target foe. The next time these foes use a spell that spell fails and this hex ends. End effect: inflicts disease and weakness condition (5...17...20 seconds).
Chilblains 17% 5 1 15 Hex spell (8 seconds). Also hexes foes adjacent to target foe. The next time these foes attack, that attack is interrupted and this hex ends. End effect: inflicts poison condition (3...13...15 seconds).
Depravity 17% 5 1 15 Elite Hex spell (8 seconds). Also hexes foes near to target foe. The next time these foes attack, that attack is interrupted and this hex ends. End effect: inflicts disease condition and weakness condition (5...17...20 seconds).
Shivers of Dread 17% 15 2 25 Hex spell (3...13...15 seconds). Target foe's spells are easily interrupted.
Spinal Shivers 17% 1 ¼ 15 Hex spell (3 seconds). The next time target foe takes damage target foe is interrupted and this hex ends. End effect: foes adjacent to target foe are interrupted. Interruption effect: you lose 10...6...5 energy.
Enfeeble 10% 1 ¼ 12 Spell. Interrupts an action and inflicts weakness condition (10...26...30 seconds) to target foe.
- Pressure Damage
Soul Barbs 10 1 5 Hex spell (30 seconds). Deals 15...27...30 damage whenever an enchantment or hex is cast or ends on target foe.
Barbs 10 1 5 Hex spell (30 seconds). Target foe takes 1...12...15 damage whenever it takes physical damage.
Mark of Pain 10 1 20 Hex spell (30 seconds). Deals 10...34...40 damage to adjacent foes whenever target foe takes physical damage.
Parasitic Bond 10 1 15 Hex spell (20 seconds). Also hexes foes near target foe. Causes -1...2...2 health degeneration. End effect: you are healed for 30...102...120.
Suffering 10 1 15 Hex spell (20 seconds). Also hexes foes near target foe. Causes -1...2...2 health degeneration. End effect: deals 5...41...50 damage.
- Enchantment Removal
- An issue I mentioned for the hex spells in Curses is that they basically do the same thing, but in a different way, or do it worse. This issue also applies to the Necromancer's enchantment removal. The Necromancer has so many enchantment hatred, that they are needlessly competing with eachother. This is the main reason why I changed the functions of Well of the Profane, Jaundiced Gaze and Gaze of Contempt. To solve this issue I aim to reduce the number of enchantment removals the Necromancer has and to diversify them a bit better from eachother, so each fulfils different purposes. Rip Enchantment is the best enchantment removal the Necromancer has when it comes to single target enchantment removal, however to let it not compete with the other enchantment removal spells in Curses, I advice to move it over to Death Magic. Envenom Enchantments has been changed into an AoE enchantment removal, and Corrupt Enchantment functions as an elite version of Envenom Enchantments. This gives the Necromancer the option to counter party-wide enchantments. As an elite spell to remove multiple enchantments from a single target, Pain of Disenchantment has been changed into an elite version of Rend Enchantments, removing an equal number of enchantments from the target.
Strip Enchantment 10 1 20 Spell. Removes 0...2...2 enchantment[s] from target foe. Removal effect: steal 5...53...65 health.
Rip Enchantment 5 1 15 Spell. Removes an enchantment from target foe. Removal effect: inflicts bleeding condition (5...21...25 seconds).
Envenom Enchantments 10 2 20 Spell. Removes one enchantment from target foe and foes adjacent to target foe. Removal effect: inflicts poison condition (5...17...20 seconds).
Corrupt Enchantment 5 1 10 Elite Hex spell (10 seconds). Removes one enchantment from target foe and foes near target foe. Removal effect: causes -1...7...8 health degeneration.
Rend Enchantments 5 2 20 Spell. Removes 5...8...9 enchantments from target foe. Removal cost: you lose 55...31...25 Health for each Monk enchantment removed.
Pain of Disenchantment 5 1 15 Elite Spell. Removes 5...8...9 enchantment[s] from target foe. Removal effect: target foe and foes adjacent to target foe lose 10...82...100 health.
- Disease DPS
- The Necromancer was introduces with the ability to inflict a condition unique to its profession, disease. Disease has mostly been associated with Death Magic, but due to the superiority of the Minion Master builds, the condition never sees much use, or is actively sought out to inflict. The same goes for many offensive spells in Death Magic. You rarely see a Minion Master combine its minion spells with the offensive spells of Death Magic, save for Discord build. They would rather combine it support skills, making use of their secondary profession skills. To have the disease condition and the spells in Death Magic see play, I reworked many of them to have bonus effects when they target a diseased foe. The idea is to give the Necromancer access to a disease based pressure damage build, that deals a decent amount of initial damage, and continuously inflicts multiple conditions that cause health degeneration to apply a high amount of pressure on the targeted foe and can spread that pressure to multiple foes. While it is still reliant on fleshy foes for its effectiveness, this gives Death Magic a new and hopefully effective build that is not the Minion Master.
Rotting Flesh 10 1½ 5 Spell. Inflicts disease condition (10...22...25 seconds) to target foe.
Icy Veins 10 1 5 Elite Hex spell (30 seconds). Deals 25...85...100 damage to nearby foes when target foe dies. Initial effect: deals 15...63...75 cold damage and inflicts disease condition (10...22...25 seconds) to target foe.
Virulence 5 1 10 Elite Spell. Inflicts bleeding-, disease-, poison- and weakness condition (3...13...15 seconds) to target foe and foes adjacent to target foe.
Fetid Ground 15 2 20 Spell. Deals 5...25...30 cold damage each second (5 seconds). Hits foes adjacent to target's initial location. Initial effect: inflicts disease condition (10...22...25 seconds).
Bitter Chill 5 1 5 Spell. Deals 15...43...50 cold damage and inflicts bleeding condition (10...22...25 seconds) to target foe. Spread all conditions from target foe to foes adjacent to your target if target foe is diseased.
Toxic Chill 5 1 5 Elite Spell. Deals 15...63...75 cold damage and inflicts poison condition (10...22...25 seconds) to target foe. Hits adjacent and increases the remaining duration of other conditions on target foe by 5...81...100% (maximum of 30 seconds) if target foe is diseased.
Deathly Swarm 10 1½ 6 Spell. Deals 30...78...90 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe and 2 foes in the area of target foe. Removes disease condition from party members in earshot.
Deathly Chill 10 1 5 Spell. Deals 15...43...50 cold damage and inflicts weakness condition (5...17...20 seconds) to target foe. Deals 15...43...50 more cold damage to target foe and adjacent foes if target foe is diseased.
Discord 5 1½ 4 Spell. Deals 15...43...50 cold damage for each condition on target foe. Recharges 50% faster is target foe is diseased. Maximum of 30...94...110 damage.
Poisoned Heart 5 1 8 Spell. Deals 15...43...50 cold damage and inflicts poison condition (5...17...20 seconds) to target foe.
Demonic Flesh 5 1 Enchantment spell (20...40...45 seconds). Target ally is immune to the disease condition and has +2...8...10 armor against diseased foes. Initial effect: removes disease condition from target ally.
Rip Enchantment
5 1 15 Spell. Removes an enchantment from target foe. Removal effect: inflicts bleeding condition (5...21...25 seconds).
Vile Miasma 5 1 10 Hex spell (5...25...30 seconds). Whenever target foe gains a condition, adjacent foes suffer the same condition for the same duration. Whenever target foe inflicts a condition, it suffers the same condition for the same duration.
Contagion 5 1 10 Elite Hex spell (5...25...30 seconds). Also hexes foes near target foe. Whenever a foe hexed with this spell gains a condition, nearby foes suffer the same condition for the same duration. Whenever a foe hexed with this spell inflicts a condition, that foe suffers the same condition for the same duration.
Rising Bile 5 ¼ 5 Spell. Target foe gains all conditions foes adjacent to target foe have. Inflicts disease condition (2...8...10 seconds) if target foe gained 2 or more conditions.
Putrid Bile 10 1 12 Hex spell (5...17...20 seconds). Causes -1...3...3 health degeneration. Deals 25...73...85 damage to all nearby foes if target foe dies.
Well of Suffering 17% 10 1 10 Well spell (8...18...20 seconds). Open a Well of Suffering at the location of target ally or foe. Foes inside this well suffer -1...5...6 health degeneration
Well of Ruin 17% 15 2 10 Well spell (8...18...20 seconds). Open a Well of Ruin at the location of target ally or foe. Conditions inflicted to foes inside this well last 50% longer.
Fragility
5 1 5 Hex spell (8...18...20 seconds). Also hexes foes adjacent to target foe. These foes take 5...17...20 damage each time they gain or lose a condition.
Hypochondria 5 1 7 Spell. Transfer all conditions from foes in the area to target foe.
Epidemic 5 ¼ 5 Spell. Conditions on target foe spread to adjacent foes.
Extend Conditions 5 ¼ 5 Elite Spell. Spread all conditions from target foe to foes near your target. Those durations of those conditions are increased by 5...81...100% (maximum 30 seconds).
Fevered Dreams 10 2 10 Elite Hex spell (10...22...25 seconds). Foes in the area also have any new conditions that target foe acquires. Inflicts Dazed on target foe (1...3...3 second[s]) if that foe has two or more conditions.
Necrotic Traversal
5 ¾ Spell. Teleport to a corpse's location. Deals 25...65...75 damage and inflicts poison condition (5...17...20 seconds) to nearby foes. Exploits a fresh corpse.
Putrid Flesh 10 1 5 Spell. Explodes a corpse, dealing 25...101...120 damage and inflicting disease condition (3...13...15 seconds) to foes near it. Exploits a fresh corpse.
Consume Corpse 5 1 5 Spell. You gain 50...250...300 health and 5...25...30 energy. Exploits a fresh corpse.
- Minion Master PvE Only
- Talking about the Minion Master, while it is one of the most played builds in PvE, it usually amounts to nothing more than summoning a wall of minions that you take the hits for you and deal some damage. No tactics or strategy is ever applied with them and there is no real depth in the way a Minion Master build is played. To add more depth to this build, I gave each minions a different additional effect so each can fit a different purpose in what type of Minion Master build you want to play. For a defensive build you have Bone Horror. Bone Minions fits the most for a minion bomber build. Bone Fiend and Vampiric Horror work well for offensive minion builds. Shambling Horror is a minion that works as an all-purpose minion, fitting in with any of the former minion builds. The Minion Master elite skills also have been updated to let you specialize in these types of builds and have them function much better.
Animate Bone Fiend 15 3 10 Spell. Creates a level 1...16...20 Bone Fiend that has a ranged attack. Exploits a fresh corpse.
Animate Bone Minions 15 3 5 Spell. Creates two level 0...12...15 Bone Minions. When these minions die adjacent foes suffer disease condition (3...13...15 seconds). Exploits a fresh corpse.
Animate Bone Horror 10 3 5 Spell. Creates a level 1...16...20 Bone Horror. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). Exploits a fresh corpse.
Animate Vampiric Horror 15 3 10 Spell. Creates a level 1...16...20 Vampiric Horror that steals 10...30...35 health with it's attacks. Exploits a fresh corpse.
Animate Flesh Golem 15 3 10 Elite Spell. Creates a level 3...21...25 Flesh Golem that hits 2 more foes adjacent to it's target. Exploits a fresh corpse. You can control a maximum of 1...4...5 Flesh Golems.
Animate Shambling Horror 15 3 10 Spell. Creates a level 1...16...20 Shambling Horror. When this minion dies a level 0...12...15 Jagged Horror is summoned that inflicts bleeding condition (5...21...25 seconds) with it's attack. Exploits a fresh corpse.
Jagged Bones 5 1 15 Elite Enchantment spell (30 seconds). When target minion dies 3 level 0...12...15 Jagged Horrors are summoned that inflict bleeding condition with their attacks (5...21...25 seconds).
Aura of the Lich 15 2 45 Elite Enchantment spell (5...37...45 seconds). Whenever a foe hexed with your Necromancer spells dies a level 1...16...20 Bone Horror you control is summoned. Initial effect: exploit all corpses in earshot. Animates a level 1...16...20 Bone Horror, plus one for each exploited corpse. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). Whenever a foe hexed with your Death Magic spells dies you lose 2 energy. No effect on non-fleshy foes.
Malign Intervention 10 1 5 Hex spell (5...17...20 seconds). Creates a level 1...16...20 Bone Horror you control when target foe dies. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). No effect if target foe does not leave an exploitable corpse.
Order of Undeath 20% 5 1 5 Elite Enchantment spell (5...25...30 seconds). You gain +1...2...2 Death Magic. Your minions suffer no natural health degeneration and attack 33% faster (5 seconds). Initial effect: heals your minions for 30...126...150 health. Gain 2% of your maximum health back for each minion affected by this spell.
Verata's Aura 17% 10 1 30 Enchantment spell (30 seconds). Your minions take 1...12...15 less damage. For each minion you control you gain +1 health regeneration. Initial effect: become master of all hostile minions in the area. No effect unless Death Magic is 5 or more.
Verata's Gaze 5 1 5 Spell. Deals 5...41...50 shadow damage to target foe if target foe is suffering from a condition and heals your minions for 5...41...50. If target foe is a hostile minion you become it's master instead and your minions are healed for an additional 20...84...100.
Verata's Sacrifice 10 1 30 Enchantment spell (10 seconds). Initial effect: Destroys all your minions. If a minion is destroyed, your next 1...3...3 spell[s] that summons a minion activate 50% faster and costs 1...3...3 less energy, but you sacrifice 20...8...5% health.
Blood of the Master 5% 5 1 5 Spell. Heals your minions for 30...126...150 health. Sacrifice +1% health per minion healed.
Putrid Explosion 10 ¼ Spell. Destroys one of your minions. Foes adjacent to the destroyed minion take damage equal to half of the remaining health of the destroyed minion (maximum of 25...85...100 damage).
Taste of Death 5 ¼ 5 Spell. Destroys one of your minions. You gain 100...340...400 health and 1...16...20 energy.
Feast for the Dead 5 ¼ 10 Spell. Transfer all conditions target ally is suffering to one of your minions and destroy that minion. Your minions are healed for 100...340...400.
Dark Bond 10 1 20 Enchantment spell (20...52...60 seconds). Transfers 75% of incoming damage from you to your closest minion.
Infuse Condition 10 1 20 Enchantment spell (20...52...60 seconds). Whenever you receive a condition, it transfers from you to your closest minion.
Death Nova 5 1 Enchantment spell (30 seconds). Deals 25...85...100 damage and inflict poison condition (15 seconds) to adjacent foes when target ally dies.
- Minion Master PvP Only
- Unlike PvE, the minion spells rarely see play in PvP due to a lack of exploitable corpses and that the builds are not very pro-active to play. To have these spells see play in PvP, I made PvP version of them that summon a limited amount of minions, but does not require you to exploit a corpse. Several of the support skills have been changed to fit the PvP Minion Master builds, and fit PvP better in general.
Animate Bone Fiend 15 3 20 Spell. Summon a level 1...14...17 Bone Fiend that has a ranged attack. You can control a maximum of 1 Bone Fiend.
Animate Bone Minions 15 3 15 Spell. Summon 2 level 0...10...12 Bone Minions. When these minions die adjacent foes suffer poison condition (5...13...15 seconds). You can control a maximum of 2 Bone Minions.
Animate Bone Horror 10 3 10 Spell. Summon a level 1...14...17 Bone Horror. Foes attacking Bone Horror suffer from weakness condition (3...13...15 seconds). You can control a maximum of 1 Bone Horror.
Animate Vampiric Horror 15 3 20 Spell. Summon a level 1...14...17 Vampiric Horror that steals 10...30...35 health with it's attacks. You can control a maximum of 1 Vampiric Horror.
Animate Flesh Golem 15 3 20 Elite Spell. Summon a level 3...21...25 Flesh Golem that causes a knock down on critical hits. You can control a maximum of 1 Flesh Golems.
Animate Shambling Horror 15 3 20 Spell. Summon a level 1...14...17 Shambling Horror that inflicts cripple (2...6...7 seconds) condition with it's attacks. You can control a maximum of 1 Shambling Horror.
Jagged Bones 10 3 15 Elite Spell. Summon 3 level 0...10...12 Jagged Horrors that inflict bleeding condition with their attacks (5...21...25 seconds). You can control a maximum of 3 Jagged Horrors.
Aura of the Lich 10 2 20 Elite Enchantment spell (5...37...45 seconds). Increase the maximum limit of the amount of minions you can control of your minion spells by 0...2...3. Whenever your health hits 0 you steal all health from the closest minion you control, if you control no minions this enchantment ends instead and you are healed for 50...202...240.
Malign Intervention 10 1 45 Hex spell (5...17...20 seconds). Target foe receives 20% less health from healing. Your minions attack target foe. Recharges instantly if target foe dies.
Order of Undeath 5 1 15 Elite Spell. All but one of your minions die. If that minion was non-elite, it deals +5...25...30 damage, has +5...17...20 health regeneration and attacks 33% faster (20 seconds).
Verata's Aura 10 1 30 Enchantment spell (30 seconds). You gain 1...4...5 energy whenever you summon a minion. For each minion you control you gain +1 health regeneration.
Verata's Gaze 5 1 10 Spell. Destroy target hostile minion and all other hostile minions of the same kind. Foes near those minions take 20...64...75 shadow damage.
Verata's Sacrifice 5% 1 ¼ 10 Spell. Your next spell that summons a minion activates 75% faster but you sacrifice 25...13...10% health.
- Soul Reaping Utility
- Like many skills the primary attributes of other professions, Soul Reaping skills are mainly utility skills. I have been swapping around multiple Necromancer skills, both elite and non-elite, and some skills have been moved to Soul Reaping as I believe they fit the attribute better and will see more play in Soul Reaping.
- What I do want to mention specifically is Soul Feast. The Necromancer has always lacked a good unconditional self heal. While Blood Renewal served that purpose, its health sacrifice cost means that at low health, you can easily kill yourself with it and that the health you gain in return is diminished. Vampiric Gaze is the spell you first learn to heal yourelf with its life steal (hence the changes it received), but it requires you to be in combat. Since minion spells always have the priority whenever you can exploit a corpse, and Consume Corpse is also a skill that fulfills the same role, I decided to make Soul Feast the unconditional self heal for the Necromancer. Rather than exploiting a corpse, it gains a bonus effect when you are near a corpse.
- I also want to highlight Reckless Haste. In addition to the unconditional self heal, the Necromancer is also sorely lacking an increase movement speed skill. I found that Reckless Haste is the best candidate to fill this role. While it sees some play in combination with Weaken Knees, I believe Weakne Knees serves better as a snare, and not a hex that punishes movement.
- The next thing I want to highlight is the condition removal skills. I decided to move Plague Sending and Plague Signet to Soul Reaping. Soul Reaping already has Foul Feast, and moving these 2 skills to Soul Reaping allows the Necromancer to play these skills in any type of build they play. Now they have to specifically invest points into Curses to make use of these skills when they want to play a different build where they might fit in better.
- The last skill I want to talk about is the Necromancer's No Attribute elite skill Grenth's Balance. Ever since Weaken Knees' first skill update, the Necromancer lost its ability to knock down foes. Since Grenth's Balance is one of the Necromancer's monster underperforming elite skills, I decided to add a knock down to it and give back the Necromancer's ability to knock down foes.
Wail of Doom 10% 1 ¼ 15 Elite Hex spell (1...3...4 second[s]). Target foe's attributes are 0.
Reaper's Mark 5 1 15 Elite Hex spell (30 seconds). Causes -1...4...5 health degeneration to target foe. Gain 5...13...15 energy when target foe dies. Your necromancer spells targeting this foe cast 25...45...50% faster.
Signet of Lost Souls ¼ 8 Signet. You gain 10...82...100 health and 1...8...10 energy if target foe is below 50% health.
Soul Feast 5 1½ 8 Spell. You are healed for 50...170...200. You lose 0...2...2 condition[s] if you are near a corpse.
Hexer's Vigor 5 1 20 Enchantment spell (20 seconds). Gain +20...84...100 maximum health. You take 1...8...10 less damage from hexed foes. End effect: heals for 20...84...100.
Awaken the Blood 10 1 20 Enchantment spell (30 seconds). Gain +0...2...2 Blood Magic and Curses. Sacrifice 10...6...5% health whenever you cast a spell.
Masochism 10 1 20 Enchantment spell (30 seconds). Gain +0...2...2 Death Magic and Soul Reaping. Sacrifice 10...6...5% health whenever you cast a spell.
Offering of Blood 20% 1 ¼ 15 Elite Spell. You gain 8...18...20 energy. You do not sacrifice health if you are within earshot of a corpse.
Cultist's Fervor 5 1 10 Elite Enchantment spell (30 seconds). Reduces your health sacrifice by 10...42...50%. You gain 1...3...3 energy whenever you sacrifice health.
Taste of Pain 5 1 10 Enchantment spell (30 seconds.) Gain +5...21...25 Armor against foes with more health than you. Heals for 5...41...50 whenever you sacrifice health.
Foul Feast 5 ¼ 4 Spell. Transfers all conditions from target ally to yourself. You gain 0...36...45 health and 0...2...2 energy for each condition transferred. Half recharge if you remove Disease. Cannot self-target.
Plague Sending 10% 1 1 5 Spell. Transfer 1...3...3 condition[s] and [its/their] remaining duration[s] from yourself to target foe and all adjacent foes.
Plague Signet 1 4 Elite Signet. Transfer all conditions with 100...260...300% duration from yourself and nearby allies to target foe and foes near target foe. No effect unless Soul Reaping is 5 or more.
Reckless Haste 5 8 Stance (3...13...15 seconds). You move 33% faster. You have -20 Armor while moving.
Grenth's Balance
5 1 10 Elite Spell. Knock down target foe if you have less health than target foe. Gain health equal to the difference between target foe's current health and your current health. No effect if target foe has less health than you.
- Soul Taker Melee
- The last build I want to talk about is the PvE-only Soul Taker build. While it allows the Necromancer to deal alot of battle damage with the scythe it goes with, especially when combined with Dark Aura, the main problem is that you are a squishy character in melee that is effectively killing themselves to kill an enemy. Taste of Pain has been updated to mitigate the health sacrifice and make the Necromancer more resilient. Withering Aura adds an additional layer of protection and acts in a similar way to the Dervish's Armor of Sanctity. Soul Taker itself has gained an attack speed increase to mitigate the scythe's slow attack speed and have the build it wants to play function better. The update to Reckless Haste allows you to move into combat much easier and catch kiting foes. Plague Touch being in No Attribute gives this build a readily accessible condition removal. These changes are made with the intention to make the Necromancer a functional melee combatant that can actually stay in a melee for a prolonged period.
Soul Taker 5 1 15 Elite Enchantment spell (3...25...30 seconds.) You attack 33% faster and your attacks deal +15...19...20 damage and sacrifice 15...19...20 health. PvE Skill
Dark Aura 10 1 10 Enchantment spell (30 seconds.) Deals 5...41...50 damage to adjacent foes whenever target ally sacrifices Health. Damage cost: you lose 5...17...20 Health.
Withering Aura 10 ¾ 15 Enchantment spell (30 seconds). Inflicts weakness condition (2...8...10 seconds) to adjacent foes whenever you attack or cast a spell. You take 0...20...25% less damage from foes suffering from a condition.
Elementalist skill changes[edit]
- Energy Storage
- For each rank of Energy Storage, your maximum Energy raises by 3.
Energy Boon 5 1 20 Elite Enchantment spell (36...55...60 seconds). Maximum Health for you and target ally is increased by 1...3...3 for each point of maximum Energy you and target ally have respectively, also heals for 200...440...500% of the Energy cost each time you or target ally cast a spell. You gain 30% of the Energy cost of any Air, Earth, Fire, and Water Magic skills you use. Initial effect: Both gain 1...10...12 Energy.
Ether Prism 5 15 Elite Skill (10 seconds). Gain 5...17...20 energy. Your next 2 elemental spells deals 10...82...100% more damage to target foe and foes near target foe.
Ether Prodigy 10 1 30 Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your elemental spells recharge 10...22...25% faster.
Ether Prodigy 10 1 30 Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your spells cast 15...43...50% faster.
Ether Prodigy 5 5 1 5 Elite Enchantment spell (12 seconds). You gain +1...5...6 energy regeneration. End effect: lose 2 Health for each point of Energy you have.
Ether Renewal 10 1 30 Elite Enchantment spell (20 seconds). Each time you cast a spell, you gain 1...3...4 energy and 5...17...20 health for each enchantment on you (Maximum of 3).
Glyph of Essence
5 1 15 Glyph (30 seconds). Your next 1...3...3 spell[s] have no aftercast delay.
Glyph of Essence 5 1 5 Glyph (30 seconds). Your next 2 spells remove a condition.
What does the Elementalist want to do and what is its role your team[edit]
- After having played this game for a long time, I have always enjoyed the Elementalist and its concept of a mage that controls the elements to destroy its enemies. It is obvious that by design the Elementalist is heavily focused to be a team's mid-range damage dealer, designed to deal a large amount of damage to a group of enemies. In theory such a role should work just fine in Guild Wars' traditional RPG team setup of Tank/DPS/Healer, or Tank/DPS/Control/Healer in the case for GW, but in practice there simply is little need for a traditional specialized mid-range DPS in this game. Utility and toolbox centric teams, teams that basically cover multiple grounds are favored over the traditional setup in GW, and can deal enough damage to deal with groups as well, which leaves little to no room for an Elementalist that has little utility and toolbox ability within its skills. Then there is also the problem that almost all of the Elementalist's damage is armor respecting damage, which makes it inefficient in its role as DPS in high level PvE where enemies have a high armor rating and a higher level difference, resulting in a low damage output, even with the Elementalist's highest damage spells. The changes I suggest are made are to give the Elementalist builds that will have a place in the teams players play. Some changes have been made to let some of the Elementalist's spells see play that rarely, if ever see play.
Elemental Lord 5 ¼ 20 Enchantment spell (40...56...60 seconds). You gain +1 to your Elemental Attributes. For each rank of Energy Storage, your Elemental spells have +4% armor penetration (no armor penetration at an armor rating of 60 or lower). Each time you cast a spell, you gain 1 energy for every 10 ranks of Energy Storage and are healed for 100...260...300% of the spell's Energy cost. PvE Skill
Over the Limit -1 5 1 20 Elite Enchantment spell. Spells cast 15...19...20% faster, recharge 15...43...50% faster and deal 15...27...30% more elemental damage. Gain 1 overcast whenever you cast a spell. PvE Skill
- First to adress the elephant in the room, the lacking damage in high-end PvE. I've been thinking hard how to adress this problem. My initial though was to add armor penetration against enemies with a high armor rating to Energy Storage, similar to Strenght's inherent armor penetration, but for the sake of player vs enemy balance in PvE, I eventualy decided not to. Then I moved on to Elemental Lord and gave Elemental Lord that ability instead. As a PvE only skill that is a staple in almost all Elementalist builds, it is the perfect candidate to adress this problem with. While the wording on it may be a bit weird, its intended function is to have it work in a similar way to cracked armor, lowering the armor of enemies, but capping that reduction when the enemy's armor rating reaches that of 60. At an Energy Storage of 15, it can bring down the armor rating of 120 down to 60, making the level difference the primary balancing factor in high-end PvE. To further improve the damage output for PvE, but at the expense of your elite skill, I added a percentage based damage increase to Over the Limit and have this skill be more rewarding in comparison to its cost. To be able to manage its cost a bit better, I changed its overcast effect from a gradual increase to 1 point of overcast per spell cast. This allows you to maintain it outside of battle and better manage your overcast during battle through. Now with its damage output hopefully fixed, we can focus on optimizing some of the Elementalist's traditional damage builds.
- Lightning Spike
- Air Magic is well known for its ability to spike, inflicting cracked armor to the target at the start of the chain, and inflicting a high amount of damage in sequence. The changes I made are to optimize the spike build. Lightning Surge has its damage and its ability to inflict cracked armor changed to an initial effect, allowing you to start your chain with it and setting up cracked armor. Invoke Lightning has its damage increased and has gained the ability to inflict cracked armor. Like Lightning Surge, it is a spell to start your chain with, setting up cracked armor, but also sets up overcast, allowing you to meet bonus effects of spells that require overcast such as Lightning Strike. Lightning Hammer has been changed into a non-elite version of Invoke Lightning, adding overcast to it and hitting more foes, but for less damage. This change also gives it the utility of being a non-elite spell that allows you to meet the bonus conditions of both cracked armor and overcast. Lightning Orb has gained back its ability to inflict cracked armor. I was not a fan of it being nerfed, in order to buff Lightning Hammer. I reverted this change and buffed Lightning Hammer in a different way to have it see play without it being a detrimental change to Lightning Orb.
Lightning Surge 10 1 10 Elite Hex spell (3 seconds). Initial effect: deals 10...82...100 lightning damage and inflicts cracked armor condition (5...17...20 seconds) to target foe. End effect: causes a knock down to target foe. 25% armor penetration.
Mind Shock 5 5 1 8 Elite Spell. Deals 10...42...50 lightning damage. If you have more Energy than target foe, deals +10...42...50 lightning damage and causes knockdown. 25% armor penetration. You are overcast.
Invoke Lightning 5 10 1 6 Elite Spell. Deals 10...82...100 lightning damage to target foe and to two foes near your target and inflicts cracked armor condition (5...17...20 seconds). 25% armor penetration. You are overcast.
Lightning Hammer 5 15 2 10 Spell. Deals 10...82...100 lightning damage to target foe and 5...41...50 lightning damage to two foes near your target and inflicts cracked armor condition (5...17...20 seconds). 25% armor penetration. You are overcast.
Lightning Strike 5 1 5 Hex spell. Deals 5...41...50 lightning damage to target foe. Hex for 3 seconds if you are overcast. End effect: deals 5...41...50 lightning damage. 25% armor penetration.
Lightning Orb 15 2 5 Spell. Projectile. Deals 10...82...100 lightning damage to target foe and inflicts cracked armor condition (5...17...20 seconds). 25% armor penetration.
Shock Arrow 5 1 8 Spell. Rapid projectile. Deals 5...41...50 lightning damage to target foe. Gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if you hit a foe suffering from Cracked Armor. 25% armor penetration.
- Lightning DPS
- For Air Magic's Lightning DPS build, I made some small changes to a few of its spells to have it apply better pressure through a combination of damage and multiple conditions. Arc Lightning has its damage on its target increased to have its damage output be in line with the other spells in this build. To add some utility to Arc Lighting, I added the effect that it interrupts an action if the target of the spell is attacking, with this change, the bonus effect simply isn't just additional AoE damage, but can potentially interrupt a skill as well of the 2 nearby foes it hits. Like Arc Lightning and for the same reason, Shell Shock also has its damage increased, but as part of its bonus effect instead. Enervating Charge has gained a bonus effect where it hits adjacent. Since Lightning DPS is a build that is focused more on hitting multiple foes, rather than a single target, I decided to give Enervating Charge a buff in this way over a cost reduction to keep it in-theme. Since an Elementalist prefers spells that deal damage, I added damage to Blinding Flash. Now it is more in line with its elite version Blinding Surge, which should make Blinding Flash more appealing to play. Lightning Bolt has seen a change that is designed more more PvP. Instead of dealing more damage against a moving foe, it now cripples a moving foe. While this change sacrifices some damage, it gives Air Magic a very useful tool to snare opponents.
Chain Lightning 5 10 2 6 Spell. Deals 10...70...85 lightning damage to target foe. Also hits two foes near your target. 25% armor penetration.
Arc Lightning 5 1½ 8 Spell. Deals 5...41...50 lightning damage to target foe. Deals 15...71...85 lightning damage to two foes near your target if you are Overcast. Interrupts an action if target foe is attacking. 25% armor penetration.
Shell Shock 5 1 8 Spell. Deals 10...26...30 lightning damage and inflicts cracked armor condition (5...17...20 seconds) to target foe. If Overcast, deals 50% more damage and hits adjacent. 25% armor penetration.
Lightning Bolt 5 1 8 Spell. Rapid projectile. Deals 5...41...50 lightning damage to target foe. Inflicts cripple condition (2...8...10 seconds) if target foe is moving.
Lightning Javelin 5 1 5 Spell. Projectile. Deals 5...41...50 lightning damage to target foe. Interrupts if target foe is attacking. Hits foes between you and target foe. 25% armor penetration.
Enervating Charge 10 1 8 Spell. Deals 10...42...50 lightning damage and inflicts weakness condition (5...17...20 seconds) to target foe. Also hits adjacent foes if target foe is attacking. 25% armor penetration.
Blinding Flash 10 ¾ 6 Spell. Deals 5...41...50 lightning damage and inflicts blind condition (3...7...8 seconds) to target foe. 25% armor penetration.
Thunderclap 5 1 8 Elite Spell. Deals 10...42...50 lightning damage, interrupts and inflicts cracked armor and weakness condition (5...17...20 seconds) to target foe and foes adjacent to target foe. 25% armor penetration.
Blinding Surge 10 ¾ 6 Elite Spell. Deals 5...41...50 lightning damage. Inflicts blind condition (3...7...8 seconds) on target foe and foes adjacent to target foe. 25% armor penetration. If target foe was attacking, also hits foes adjacent to target foe and deals 50% more damage.
Glimmering Mark 10 1 15 Elite Hex spell (10 seconds). Deals 5...21...25 damage each second to target and foes adjacent to target foe. Inflicts blind condition (3 seconds) on foes using attack skills. Ends if you use a skill that targets this foe.
- Ride the Lightning
- As a variant of the pressure DPS, I made some changes to Ride the Lightning and Shock to have them work more efficiently at applying damage and pressure to multiple enemies. To make the touch spells in Air Magic easier and safer to play, I removed the overcast from Ride the Lightning when it targets an ally while Energy Storage is at 5 or higher. This allows you to deal damage and retreat from enemies without rapidly accumulating overcast from its use, which is what primarily holds this spell back. Shock has pretty much been overhauled. While it has seen quite a lot of play in PvP Warrior builds, it has rarely seen play in Elementalist builds. Since its 10 overcast goes poorly with the use of Ride the Lightning, I removed that overcast and changed its effect. Now it interrupts and dazes foes for a short period of time, allowing you to disrupt enemy spellcasters and assist your martial team mates in stopping and taking down enemy spellcasters. Since Ride the Lightning is now less punishing to use, it makes it easier to use it as well as Lightning Touch and Shock in combination with your ranged spells. While there are those that might not want to see the knock down of Shock go, Gale is still an option to knock down enemies so that shouldn't be too much of a loss in that regard.
Ride the Lightning 5 10 1 5 Elite Spell. Deals 10...58...70 lightning damage. 25% armor penetration. Blinds all adjacent foes (1...4...5 second[s]). You instantly move to your target. May target allies, but does not cause overcast when you do if Energy Storage if 5 or higher.
Lightning Touch 5 ¾ 10 Touch skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Inflicts blind condition (1...3...4 second[s]) and cracked armor condition (1...8...10 second[s]). 25% armor penetration.
Shock 5 ¼ 15 Touch skill. Deals 10...50...60 lightning damage. Also hits foes adjacent to target foe. Interrupts an action and inflicts daze condition (1...3...4 second[s]). 25% armor penetration.
- Whirlwind and Gust
- Whirlwind is a decent defensive spells to take the pressure off of you from melee attackers, but blinding these enemies has always been the better options so it sees little to no play as a result. To have it see play I added an overcast bonus that allows you to target allies as well, turning it into a ranged offensive spell that can take the melee pressure off of your allies as well. To further improve its use, primarily in PvP, I added the effect that it can knock down moving foes as well. This allows it to knock down kiting foes, adding utility to this skill. Gust has received a small buff. Being a bar compression elite skill between Whirlwind and Windborne Speed, I changed its cost and recharge and its damage to that of Whirlwind and its duration to that of Windborne Speed. These changes should make this elite skill a bit more attractive to play as it has to rival elite skills like Blinding Surge that are very effective in what they do when it comes to PvP.
Whirlwind 5 ¾ 8 Spell. Deals 15...63...75 cold damage to adjacent foes. Attacking or moving foes are knocked down. May target allies if you are overcast.
Gust 5 ¾ 8 Elite Enchantment spell (5...11...13 seconds). You and target ally move 33% faster. Initial effect: Deals 15...63...75 cold damage to foes near you and target ally. Attacking or moving foes are knocked down.
Windborne Speed 10 ¾ 5 Enchantment spell (5...11...13 seconds). Target ally moves 33% faster.
- Earth DPS
- For Earth Magic's DPS build, I made some changes that allows you to better combine its damage spells with its defensive spells and allow for builds that mix offense with defense. I added the ability to inflict weakness to Obsidian Flame and reduced its damage. This gives the players an additional spell to meet the bonus effects of Stoning and Glowstone and have Obsidian Flame fit better in this type of build and not have this build rely on just Ebon Hawk. With this change, it also makes it easier for this build to play more defensive skills like Magnetic Surge and Magnetic Aura, since Obsidian Flame meets their overcast bonus effect. Armor of Earth has gained an overcast bonus effect that removes its drawback to make the skill easier to use, and having it fit in this build. Its activation time has been increased and its duration time reduced as compensation. Stone Sheath's armor increase now matches that of Armor of Earth, having it function as an elite version of Armor of Earth. To make Earthquake a bit easier to play and have it fit in a bit better with these builds, I reduced its activation time.
Obsidian Flame 5 5 1½ 5 Spell. Deals 22...78...92 damage and inflicts weakness condition (5...17...20 seconds) to target foe. You are overcast.
Ebon Hawk 10 1 5 Spell. Projectile. Deals 10...70...85 earth damage and inflicts weakness condition (5...13...15 seconds) to target foe.
Stoning 15 1 5 Spell. Projectile. Deals 45...93...105 earth damage to target foe. Causes a knock down if target foe is suffering from weakness condition.
Glowstone 5 1 8 Spell. Projectile. Deals 5...41...50 earth damage to target foe. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is suffering from weakness condition.
Earthquake 10 25 2 15 Spell. Deals 26...85...100 earth damage. Also hits foes near your target. Causes a knock down. You are overcast.
Magnetic Surge 10 1½ 15 Enchantment spell. Deals 15...63...75 damage to target foe. If overcast, allies in earshot block the next attack against them (1...4...5 second[s]).
Magnetic Aura 10 ¼ 12 Enchantment spell (1...4...5 second[s]). You block the next attack against you and reflect 10...42...50 damage to the attacker. Enchants allies in earshot if you are overcast.
Armor of Earth 10 1 15 Enchantment spell (20 seconds). You gain +24...53...60 armor. You move 50...21...14% slower unless you are overcast.
Stone Sheath 10 1 15 Elite Enchantment spell (20 seconds). You and target ally gain +24...53...60 armor and immunity to critical hits. Initial effect: Deals 15...63...75 earth damage and inflicts weakness condition (5...17...20 seconds) to foes near you and target ally.
- Shockwave
- The Shockwave build is a very power spike build in Earth Magic, but can hit a bit too hard and too fast. I reduced the damage of Shockwave, and spread the damage out over multiple spells to reduce the speed the Shockwave build deals damage with the intention to make it easier to respond to. Grasping Earth has some moderate damage added to it. Dragon's Stomp no longer acts as a copy of Earthquake, as you never play these 2 spells in the same build due to their overcast, and has been changed into a spell inspired by Giant's Stomp. It now hits foes near you, making it the skill to meet the bonus damage of Aftershock in this build and keeping foes within the range of Shockwave. Since the bonus damage of Aftershock is now easier to meet, and is preceded by a high damage spell, its damage has been reduced.
Grasping Earth 10 ¾ 12 Hex spell (5...17...20 seconds). Nearby foes move 50% slower. Initial effect: deals 15...55...65 earth damage to nearby foes.
Shockwave 10 ¾ 15 Elite Spell. Foes in the area take 10...42...50 earth damage and are weakened (1...8...10 second[s]). Nearby foes also take +10...42...50 earth damage and have cracked armor (1...8...10 second[s]). Adjacent foes also take +10...42...50 earth damage and are blinded (1...8...10 second[s]).
Dragon's Stomp 10 25 ¾ 15 Spell. Deals 26...85...100 earth damage and causes a knock down to nearby foes. You are overcast.
Aftershock 10 ¾ 10 Spell. Deals 15...71...85 earth damage to nearby foes. Deals 15...55...65 more earth damage to knocked down foes.
Crystal Wave 15 ¾ 10 Spell. Deals 10...58...70 damage to nearby foes. Those foes lose all conditions and take 5...13...15 damage for each condition removed.
- Warder
- To have Stone Daggers see play, I changed Ward of Weakness into a skill that inflicts area of effect earth damage in addition to inflicting weakness and have its effects applied on allies casting Elemental spells instead of enemies being hit with elemental damage. This way the caster and the mid-range of the party can stay at a distance while benefiting from this ward's effect, instead of trying to place the ward at the location of the enemy and trying to keep them inside the ward. With Ward of Weakness triggering its effect each time a foe is hit, Stone Dagger's ability to hit twice should gives this build excellent AoE pressure damage. Also to meet the bonus effect of Stone Daggers, I added an overcast to Ward of Weakness. These changes should significantly improve the playability of both these spells. Since the build takes only 2 spells to work, it can be complimented with the other ward spells to support your party.
Stone Daggers 5 1 Spell. Two projectiles. Deals 8...28...33 earth damage each to target foe. Inflicts bleeding condition (1...4...5 second[s]) if you are overcast.
Ward of Weakness 5 15 1 10 Ward spell (8...18...20 seconds). Whenever allies inside this ward at the location of target ally target a foe with an Elemental spell, that spell deals 5...21...25 earth damage and inflicts weakness condition (5...17...20 seconds) to the foe it hits and foes adjacent to that foe.
Ward Against Elements 15 1 20 Ward spell (8...18...20 seconds). Allies inside this ward at the location of target ally gain +24 armor against elemental damage. Spirits are unaffected.
Ward Against Melee 15 1 30 Ward spell (8...18...20 seconds). Allies inside this ward at the location of target ally have 50% chance to block melee attacks. Spirits are unaffected.
Ward Against Foes 15 1 30 Ward spell (8...18...20 seconds). Foes inside this ward at the location of target ally move 50% slower.
Ward of Stability 10 1 30 Ward spell (8...18...20 seconds). Allies inside this ward at the location of target ally cannot be knocked down. Spirits are unaffected.
Kinetic Armor 15 2 30 Enchantment spell (8 seconds). Gain +20...68...80 armor. Renewal bonus: cast a spell.
- Earth Nuke
- The new ability of Ward of Weakness also compliments Earth Magic's damage over time spells, significantly increasing their damage output over multiple foes. To have this build work a bit better, Sandstorm as gained the ability to cripple enemies, to it can keep them within the range of your spells. These spells usually don't see much play in this type of build because Fire Magic does it better, especially with Meteor Shower and Savannah Heat. While they can be played as a dedicated nuke build, they compliment a Stone Daggers based build better with the new effect of Ward of Weakness and go for an offensive build with the damage over time spells, instead of a defense build with the ward spells.
Churning Earth 15 2 30 Spell. Deals 10...34...40 earth damage each seconds (5 seconds) to target foe and foes near the initial location of target foe. Causes a knock down to foes moving faster than normal.
Eruption 25 2 30 Spell. Deals 10...34...40 earth damage and inflict blind condition (10 seconds) each second (5 seconds) to target foe and foes near the initial location of target foe.
Unsteady Ground 10 2 15 Elite Spell. Deals 10...34...40 earth damage each second (5 seconds) to target foe and foes near the initial location of target foe. Causes a knock down to attacking foes.
Sandstorm 15 2 25 Elite Spell. Deals 10...26...30 earth damage and inflicts cripple condition (5 seconds) each second (10 seconds) to target foe and foes near the initial location of target foe. Deals +10...26...30 earth damage to attacking foes.
Earthen Shackles 10 1 15 Hex spell (3 seconds). Target foe and foes near target move 90% slower. End effect: inflicts weakness condition (5...17...20 seconds).
- Fire DPS
- Fire Magic is knows for its AoE DPS build, being able to continuously cast high damage AoE spells, with the correct energy management. Liquid Flame has its AoE damage made unconditional and Phoenix has its bonus effect changed to inflict burning, so it is more in line with the attribute it is in and to optimize this build.
Mind Burn 5 5 1 5 Elite Spell. Deals 15...51...60 fire damage to target foe and foes adjacent to target foe. If you have more Energy that target foe, deals +15...51...60 fire damage and inflicts burning condition (1...8...10 second[s]). You are overcast.
Fireball 10 1½ 7 Spell. Projectile. Deals 7...91...112 fire damage to target foe and foes adjacent to target foe.
Liquid Flame 10 1 15 Spell. Deals 7...91...112 fire damage to target foe and nearby foes.
Rodgort's Invocation 25 2 8 Spell. Deals 15...99...120 fire damage and inflicts burning condition (1...3...3 second[s]) to target foe and foes near target foe.
Incendiary Bonds 5 10 1 7 Hex spell (3 seconds). End effect: deals 20...68...80 fire damage and inflicts burning condition (1...3...3 second[s]) to target foe and foes near target foe. Also triggers if foe dies. You are overcast.
Phoenix 10 1½ 7 Spell. Projectile. Deals 10...50...60 fire damage to target foe and nearby foes. Inflicts burning condition (1...3...3 second[s]) if you are overcast.
Meteor 10 5 2 30 Spell. Deals 7...91...112 fire damage and causes a knock down to target foe and foes adjacent to target foe. You are overcast.
- Heat Nuke
- Fire Magic's classic Damage over Time build to nuke a group of enemies. Meteor Shower has its activation time and recharge time reduced to make it more playable with this type of build and helps to keep enemies in place of your spells and prevent them from dispersing to maximize your damage output. Enemies running out of the damage area has always been the biggest weakness of this build. Lava Font has been changed from a point blank spell to a ranged spell amd its recharge time has been balanced accordingly. While it is designed to break aggro away from you by applying damage over time around you, it rarely sees use in such a way considering the ranged spells achieve the same objective and have the added benefit of being ranged.
Meteor Shower 10 25 3 30 Spell. Deals 7...91...112 fire damage and causes a knock down to target foe and foes adjacent to target foe every 3 seconds (9 seconds) at the initial location of target foe. You are overcast.
Fire Storm 10 2 20 Spell. Deals 5...29...35 fire damage each second (10 seconds) to target foe and foes adjacent to target foe at the initial location of target foe.
Lava Font 10 2 15 Spell. Deals 10...34...40 fire damage each second (5 seconds) to foes adjacent to the initial location of target foe. Hits nearby if you are overcast.
Savannah Heat 5 2 25 Elite Spell. Deals 5...17...20 fire damage each second +5...17...20 fire damage for every second since this spell is cast (5 seconds) to target foe and foes near the initial location of target foe.
Searing Heat 15 2 25 Spell. Deals 10...34...40 fire damage each second (5 seconds) to target foe and foes near the initial location of target foe. End effect: inflicts burning condition (3 seconds).
- Star Burster
- For the Star Burster build I changed most of its spells from point blank spells to a touch spells to differentiate its damage range from the Shockwave build a bit more and to make the build work better with the shorter recharge time of these spells. Flame Burst has been given a shadow step to immediately get into the range of the enemy. Breath of Fire has been changed to a touch spell given it's history as a skill with Lava Font taking its place as a ranged Damage over Time spell. With Flame Burst allowing you to move into groups quickly and Flame Djinn's Haste IMS, having a Star Burster build's spells be touch spells should make this build function much better and more appealing to play.
Flame Burst 15 ¼ 20 Touch Spell. Deals 15...99...120 fire damage to target foe and foes near target foe. You instantly move to your target if Energy Storage is 5 or higher.
Flame Djinn's Haste 10 ¾ 20 Enchantment spell (8...13...14 seconds). You move 25% faster. Initial effect: deals 15...99...120 fire damage to nearby foes. Recharges 50% faster if you damage a foe with this spell.
Star Burst 5 ¾ 7 Elite Touch Spell. Deals 7...91...112 fire damage and inflicts burning condition (1...3...4 second[s]) to target foe and all foes in the area of target foe. Gain 2 energy for each foe struck.
Inferno 10 ¾ 7 Touch Spell. Deals 15...99...120 fire damage to target foe and foes near target foe.
Breath of Fire 5 10 ¾ 7 Touch Spell. Deals 7...91...112 fire damage and inflicts burning condition (1...3...3 second[s]) to target foe and foes near target foe.
- Burn Pressure
- To give Flare a build to function in, I changed Smoldering Embers into a hex that spreads burning and inflict AoE damage when you target a burning foe. This in combination with Mark or Rodgort and Flare's spammability creates a build that continuously deals a moderate amount of AoE fire damage and upkeeps burning over a large group of enemies, dealing significant pressure damage over time. Smoldering Embers has been given an overcast to meet the condition of Flare. To inflict AoE burning without relying on an elite skill or Mark of Rodgort, I changed Lava Arrows into a spell that inflicts burning instead of dealing fire damage. I made this change also in part to differentiate it more from Flare so those 2 spells don't compete in the same slot as a cheap and spammable damage spell, but can compliment eachother in the same build.
Smoldering Embers 5 15 1 7 Hex spell (10...30...35 seconds). Also hexes foes near target foe. If you inflict burning condition to these hexed foes, adjacent foes also suffer from burning condition for the same duration. Deals 5...21...25 fire damage to adjacent foes if you target these hexed foes with an Elemental spell while they are suffering from burning condition. You are overcast.
Mark of Rodgort 15 1 15 Hex spell (10...30...35 seconds). Also hexes foes near target foe. Inflicts burning condition (1...3...4 second[s]) when these foes take fire damage
Flare 5 1 Spell. Projectile. Deals 20...56...65 fire damage. Hits adjacent if you are overcast.
Lava Arrows 5 1 2 Spell. Projectile. Also hits 2 foes near target foe. Inflicts burning condition (1...4...5 second[s]).
Immolate 10 1 5 Spell. Deals 20...64...75 fire damage and inflicts burning condition (1...3...3 second[s]) to target foe.
Double Dragon 10 1 20 Elite Enchantment spell (8 seconds). Enchants you and target ally. Deals 5...25...30 fire damage each second to adjacent foes. Skills that target a foe also inflict burning condition (0...2...3 second[s]).
Glyph of Immolation 5 1 10 Glyph (15 seconds). Your next 1...3...4 spell[s] that target[s] a foe also inflict[s] burning condition (1...3...4 second[s]).
- Searing Flames Nuke
- Smoldering Embers also compliments the Searing Flames build, increasing its damage output
Searing Flames 15 1 2 Elite Spell. Inflicts burning condition (1...6...7 second[s]) to target foe and foes near target foe if they are not suffering from burning condition. Deals 10...82...100 fire damage to foes suffering from burning condition.
Glowing Gaze 5 1 8 Spell. Deals 5...41...50 fire damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is Burning.
Mark of Rodgort 15 1 15 Hex spell (10...30...35 seconds). Also hexes foes near target foe. Inflicts burning condition (1...3...4 second[s]) when these foes take fire damage
Smoldering Embers 5 15 1 7 Hex spell (10...30...35 seconds). Also hexes foes near target foe. If you inflict burning condition to these hexed foes, adjacent foes also suffer from burning condition for the same duration. Deals 5...21...25 fire damage to adjacent foes if you target these hexed foes with an Elemental spell while they are suffering from burning condition. You are overcast.
Glyph of Immolation 5 1 10 Glyph (15 seconds). Your next 1...3...4 spell[s] that target[s] a foe also inflict[s] burning condition (1...3...4 second[s]).
- Water Crowd Control
- Water Magic is the attribute where I changed to role the Elementalist can play in a team and focused the design of its spells heavily on crowd control through reducing the rate at which enemies can move, hit with attacks, and activate skills, while changing a few spells to compliment these abilites to improve the effectiveness of Water Magic's crowd control abilities. In total, Water Magic now offers a movement speed reduction, attack speed reduction, attack hit rate reduction, spell and signet activation time increase, interruption for attacks, spells and signets, and knock down against attacking and moving foes. These abilities allows the Elementalist to play a role similar in a team as a Curse Necromancer, while complimenting your team's Mesmers.
Mind Freeze 5 5 1 5 Elite Hex spell. Deals 10...50...60 cold damage. If you have more Energy than target foe, deals +10...50...60 more cold damage and causes 90% slower movement (1...4...5 second[s]). You are overcast.
Ice Prison 10 1½ 30 Hex spell (8...18...20 seconds). Target foe moves 66% slower and suffers -1...4...5 health degeneration.
Icy Shackles 10 1½ 30 Elite Hex Spell (8...18...20 seconds). Target foe and foes adjacent to target foe move and attack 66% slower and suffer -1...4...5 health degeneration.
Deep Freeze 15 1½ 15 Hex spell (5...9...10 seconds). Target foe and foes near target foe move 66% slower. Initial effect: deals 10...70...85 cold damage.
Blurred Vision 10 1 12 (4...9...10 seconds). Target foe and foes adjacent to target foe have 50% chance to miss attacks.
Ice Spikes 5 15 1½ 10 Hex spell (3...13...15 seconds). Target foe and foes adjacent to target foe activate spells 66% slower. Initial effect: deals 20...68...80 cold damage. You are overcast.
Rust 10 1 8 Hex spell (5...17...20 seconds). Doubles signet activation time for target foe and foes adjacent to target foe. Initial effect: deals 10...58...70 cold damage to target foe and foes adjacent to target foe. Also reduced attack speed by 50% if you are overcast.
Mirror of Ice 10 ¾ 15 Elite Hex spell. Deals 15...63...75 cold damage and foes hit move and activate skills 66% slower (2...5...6 seconds). Hits foes near you and target ally. Recharges 50% faster if it hits a foe hexed with Water Magic.
Winter's Embrace 5 ¼ 10 Spell. Interrupts a spell or signet. Interruption effect: disables the interrupted spell or signet for 1...8...10 second[s] if you are overcast.
Maelstrom 10 25 2 30 Spell. Deals 10...22...25 cold damage and interrupts spells each second (10 seconds) to target foe and foes adjacent to the initial location of target foe. You are overcast.
Shard Storm 10 2 20 Spell. Deals 10...34...40 cold damage and interrupts an attack each second (5 seconds) to target foe and foes adjacent to the initial location of target foe.
Water Trident 5 1 3 Elite Spell. Fast Projectile: deals 10...74...90 cold damage and knocks down moving foes. Shoot 2 additional projectiles to foes adjacent to target.
Slippery Ground 10 1 15 Hex spell (3 seconds). Target foe and foes adjacent to target foe move 90% slower. End effect: causes a knock down to blind or moving foes. No effect unless Water Magic is 5 or more.
Freezing Gust 5 1 10 Spell. Causes a knock down if target foe is attacking or moving. Deals 20...68...80 cold damage if target foe is already hexed with Water Magic.
- Water Support
- A part of Water Magic has been changed to party support and I changed some more spells to fit in this type of build. For the type of support, I focused on giving allies/party members protection through armor increase and healing through health regeneration. To have Ice Spear see play and have it fit into this build, I gave Mist Form an additional effect that gives nearby allies the health regeneration you receive. With this, each time you receive Ice Spear's bonus effect while enchanted with Mist Form, nearby allies will also be healed. To meet that bonus effect, Swirling Aura has gained an overcast and its effect has been buffed, removing its overcast bonus effect and making it unconditional instead. Mist Form's intended function is that as long as you have health regeneration, nearby allies will receive the health regeneration you have as long as they are within your range. Armor of Frost and Frigid Armor have gained an overcast bonus effect instead that allows you to target allies and have their effects changed to compliment a support build. Frozen Burst, like Flame Burst, gained the ability to shadow step, but Frozen Burst shadows steps to an ally instead and heals instead of inflicting damage. It retained its hex effect, making it a great tool to escape from a melee and keeping your enemies at a distance. Being able to shadow step to allies also makes it easier to place defense wards at the location of your allies. To improve the use of Ward Against Harm vs Mist Form, I reduced its activation time and recharge time and gave it an additional healing effect, but gave it an overcast. This change allows you to place this ward much easier and more occasionally, if you are willing to stack your overcast.
Mist Form 5 1 20 Elite Enchantment spell (10...38...45 seconds). Take 33% less damage from foes hexed with Water Magic. Heals non-Spirit allies in earshot for 50...210...250% of the energy cost of your Elemental spells. Whenever you gain health regeneration, nearby allies gain the same amount of health regeneration.
Ice Spear 5 1 Enchantment spell. Projectile. Inflicts 10...50...60 cold damage. Gain +1...3...4 health regeneration (5 seconds) if you are overcast.
Swirling Aura 10 10 1½ 25 Enchantment spell (5...11...12 seconds). Party members gain +1...5...6 health regeneration and have 50% chance to block attacks. You are overcast.
Armor of Frost 10 ¼ 15 Enchantment spell (8 seconds). You gain +2...7...8 health regeneration and gain +10...34...40 armor. May target allies if you are overcast.
Frigid Armor 10 1 20 Enchantment spell (10...22...25 seconds). You take 1...12...15 less damage from foes hexed with Water Magic and conditions on you end 5...41...50% faster. May target allies if you are overcast.
Frozen Burst 5 ¼ 15 Hex spell (2...5...6 seconds). Nearby foes move 66% slower. Initial effect: you instantly move to target ally, and you and target ally are healed for 20...68...80.
Ward Against Harm 5 15 1 10 Elite Ward spell (5...13...15 seconds). Allies inside this ward at the location of target ally have +1...3...3 health regeneration, are healed for 15...27...30 whenever they attack or activate a skill, gain + 12...22...24 armor and + 24...43...48 armor against elemental damage. Spirits are unaffected.
- Ice DPS
- Even with the changed to Water Magic and have it be focused on crowd control and support, you still want to have some good damage output for Water Magic and be able to play a more damage centric Water Magic build. For this I made some changes to Vapor Blade and Icy Prism. I changed Vapor Blade into a hex spell that increases your elemental damage and removed the overcast from Icy Prism, and but reduced its damage and range and recharge time. The combination of these 2, allows you to deal a significant amount of cold damage to multiple foes. Shatterstone also goes very well in this build for a high DPS. You can also just take Vapor Blade and Icy Prism alone for DPS and mix it with crowd control spells or support spells.
Vapor Blade 5 10 1½ 7 Hex spell (5...17...20 seconds). You deal 10...22...25% more elemental damage to target foe and foes adjacent to target foe. Initial effect: deals 25...85...100 cold damage to target foe. You are overcast.
Icy Prism 10 1 3 Spell. Deals 10...62...75 cold damage. Hits adjacent if target foe is hexed with Water Magic.
Shatterstone 10 2 8 Elite Hex spell (3 seconds). Initial effect: deals 25...85...100 cold damage. End effect: deals 25...85...100 cold damage to target and nearby foes.
Glowing Ice 5 1 8 Spell. Deals 5...41...50 cold damage. You gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage if target foe is hexed with Water Magic.
- Master of Magic Toolbox
- Master of Magic is a fun but very gimmicky elite skill. Although it promotes the use of multiple Elemental attributes, you can't really make a build that performs better than mono elemental builds. Multiple of the spells that also promote the use multiple attributes also don't see much play, simply because it is not efficient to invest your attribute points into an attribute for just a single skill. To give these spells a proper build to function in, I reworked them as a toolbox that synergize with eachother, as well as the spells in the attribute they are in. The Teinai spells have been changed so that each of them sets up the requirements for the bonus effects of the cross-elemental spells, in addition to having their cross-elemental bonus effects, to make it much easier to meet the bonus effects in this build. In total the Master of Magic toolbox builds allows the Elementalist to inflict a multitude of conditions (burning, weakness, cracked armor, cripple, bleeding and blind) and can cause a significant amount of health degeneration to multiple enemies to pressure enemies, and gives the Elementalist access to stance and enchantment removal.
Master of Magic 5 1 10 Elite Enchantment spell (1...49...61 seconds). Your Elemental Attributes are set to 8...13...14 and return 30% of their Energy cost.
Teinai's Wind 5 ¼ 12 Spell. Inflicts cracked armor condition (5...17...20 seconds) to target foe and foes adjacent to target foe. Interrupts foes suffering from burning condition.
Teinai's Prison 10 1½ 10 Hex spell (2...5...6 seconds). Target foe and foes adjacent to target foe move 66% slower. Causes -5...8...9 health degeneration to foes suffering from cracked armor condition.
Teinai's Crystals 5 1 8 Spell. Deals 20...36...40 damage and inflicts weakness condition (5...13...15 seconds) to target foe. Deals +20...36...40 damage and inflicts crippled condition (5...13...15 seconds) to target foe and foes adjacent to target foe if target foe is hexed with Water Magic.
Teinai's Heat 10 1 10 Hex spell. Inflicts burning condition (1...6...7 second[s]) to target foe and adjacent foes. Foes suffering from weakness condition attack 33% slower and take 3...9...10 damage each second (10 seconds).
Elemental Flame 10 1 10 Hex spell (10...30...35 seconds). Inflicts burning condition (1...3...3 second[s]) each time target foe is hexed with an Elemental spell. Gain 0...1...1 energy if your Elemental hex spells hit foes suffering from weakness condition.
Steam 5 1 8 Spell. Deals 20...52...60 cold damage. Inflicts blind condition (5...9...10 seconds) if target foe is suffering from burning condition.
Ash Blast 5 1½ 15 Spell. Initial effect: Deals 35...59...65 earth damage to target foe and adjacent foes. Removes an enchantments from foes suffering from burning condition. Removal effect: deals 15...39...45 earth damage.
Iron Mist 10 1 20 Enchantment spell (8...18...20 seconds). Gain +15 armor. Your Elemental spells that target a foe suffering from cracked armor condition inflict bleeding condition (3...13...15 seconds) and remove a stance from the target foe.
Chilling Winds 5 1 8 Hex spell (10 seconds). Initial effect: Deals 30...54...60 cold damage to target foe and adjacent foes. The next time these foes are hexed with Water Magic, that hex lasts 25...85...100% longer.
- Improving some elite skills
- I changed the following elite skills to have them see some more play. Energy Boon has been changed into a bar compression elite that has the combined effect of an Attunement and Aura of Restoration. The additional energy gain you receive on activation has been removes as it now returns energy whenever you cast an Elemental spell, like the additional energy gain before, the attunement effect is only applied on yourself. The biggest benefit this elite skill now has, is that as a combination of 2 staples in any Elementalist builds, it opens up a slot in the skill bar. Ether Prodigy is one of the worst elite skills the Elementalist has with its 10 points of overcast and removal all enchantments on the Elementalist. To improve it, I removed the overcast and gave it a set duration of 20 seconds vs a recharge time of 30 seconds and added a spell casting time reduction to its effect. Its cost has been increased and its energy regeneration has been reduced to balance it out. I made these changes with the idea in mind as an elite skill that supports builds with fast recharging spells, like Flare and Stone Daggers based builds, allowing you to cast those spells faster and repeatedly. Ether Renewal received a bit of a rebalance. I capped the stacking healing and energy gain it can give at a maximum of 3 enchantments, but as a trade-off, set its duration at 20 seconds so it is easier to use at a lower investment into Energy Storage.
Energy Boon 5 1 20 Elite Enchantment spell (36...55...60 seconds). Maximum Health for you and target ally is increased by 1...3...3 for each point of maximum Energy you and target ally have respectively, also heals for 200...440...500% of the Energy cost each time you or target ally cast a spell. You gain 30% of the Energy cost of any Air, Earth, Fire, and Water Magic skills you use. Initial effect: Both gain 1...10...12 Energy.
Ether Prodigy 10 1 30 Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your spells cast 15...43...50% faster.
Ether Renewal 10 1 30 Elite Enchantment spell (20 seconds). Each time you cast a spell, you gain 1...3...4 energy and 5...17...20 health for each enchantment on you (maximum of 3).
- Condition and hex removal
- Something the Elementalist is sorely lacking is the ability to remove conditions and hexes from themselves. To fix this issue, I changed Glyph of Essence into a 2 stock condition removal. To reduce activation time we already have Glyph of Sacrifice, which is arguable the better skill to take if you want to do so in the niche situations it comes up. For hex removal I changed Energy Blast insto a spell that removes a hex from yourself and deals its damage when it removes a hex, and gave it an overcast bonus effect that allows you to target allies as well, giving you hex removal for allies. While it's a good spell to deal armor ignoring damage in a spike, it will be much more valuable as hex removal for an Elementalist who has no lacking options to deal damage.
Glyph of Essence 5 1 5 Glyph (30 seconds). Your next 2 spells remove a condition.
Energy Blast 5 ¾ 8 Spell. Removes a hex from yourself. Removal effect: deals 1...2...2 damage (maximum of 80) to nearby foes for each point of energy you have. May target allies if you are overcast.
- No drawback while overcast
- For the following 3 enchantments with a drawback I added the effect that the drawback does not apply while you are overcast. While they have powerful effects, their drawback does hold them back. This change should allow them to see more play for the Elementalist, without making them too good generically.
Storm Djinn's Haste 5 ¼ 10 Enchantment spell (10...22...25 seconds). You move 25% faster. You lose 1 energy each second while moving unless you are overcast.
Burning Speed 10 ¼ Enchantment spell (7 seconds). You move 30...42...45% faster. End effect: inflicts burning condition (3...8...9 seconds) to adjacent foes. You suffer burning condition (7 seconds) unless you are overcast.
Armor of Earth 10 ¾ 15 Enchantment spell (30 seconds). You gain +24...53...60 armor. You move 50...21...14% slower unless you are overcast.
Assassin skill changes[edit]
Critical Strike 5 6 Dual attack. Deals +10...34...40 damage. Automatic critical hit. Gain 1...3...3 energy. Must follow an off-hand attack.
Malicious Strike 5 1 Melee attack. Deals +10...26...30 damage. Automatic critical hit and counts as an off-hand attack.
Wild Strike 5 8 Dagger attack. Deals +10...30...35 damage. Unblockable and removes a stance. Non-dagger attack skills are disabled for 2 seconds.
Horns of the Ox 8 Dagger attack. Double strike. Deals +1...9...11 damage and causes a knock down. You lose all adrenaline.
Golden Phoenix Strike 5 8 Dagger attack. Deals +10...26...30 damage to target and 10...26...30 damage to adjacent foes. Counts as an off-hand attack if you are enchanted.
Golden Skull Strike 5 15 Elite Dagger attack. Deals +10...26...30 damage. Causes a knock down (2...3...3 seconds) if you are enchanted.
Sharpen Daggers 5 ¼ 20 Enchantment spell (30 seconds). Your dagger attacks inflict bleeding condition (5...13...15 seconds) and have +5...13...15% armor penetration.
Fox's Promise 5 1 30 Elite Enchantment spell (4...9...10 seconds). Your attacks are unblockable and deal +5...13...15 damage. Renewal: every time you land a critical hit.
Assassin's Promise 5 1 45 Elite Hex spell (5...13...15 seconds). Deals 5...13...15 damage each time target foe is with with an attack. You gain 5...13...15 energy and all your skills recharge if target foe dies.
Enduring Toxin 5 ¼ 5 Hex spell (5 seconds). Causes -1...4...5 health degeneration. Renewal: if target foe is suffering from a condition when this hex ends.
Dark Apostasy 5 ¼ 5 Elite Hex spell (5 seconds). Causes -1...4...5 health degeneration. Your dagger attacks deal +5...13...15 damage to target foe and adjacent foes if target foe is suffering from a condition. Renewal: if target foe is suffering from a condition when this hex ends.
Expunge Enchantments 5 ¾ 20 Touch skill. Removes 2 enchantments from target foe. Removal effect: gain 1 strike of adrenaline for each enchantment removed.
Lift Enchantment 5 20 Trick (10 seconds). Your next dual attack removes an enchantment from target foe for each hit.
Mark of Death 5 ¼ 20 Hex spell (5...17...20 seconds). Inflicts deep wound condition (5...17...20 seconds) and deals 15...43...50 damage the next time target foe is hit with a melee attack skill.
Mark of Insecurity 4 ¼ 4 Elite Hex spell (5...17...20 seconds). Interrupts and action and removes an enchantment and a stance the next time target foe is hit with a melee attack skill.
Mark of Instability 10 ¼ 20 Hex spell (5...17...20 seconds). Target foe is knocked down the next time target foe is hit with a melee attack skill.
Shroud of Distress 10 1 45 Enchantment spell (30...54...60 seconds). You are healed for 10...34...40 whenever you critical hit. While below 50% health you have 50% chance to block.
Shadow of Haste 4 Stance (4...9...10 seconds). You move 25% faster and are healed for 4...9...10 each second while moving.
Siphon Speed 5 1 15 Hex spell (3...13...15 seconds). Target foe moves 33% slower and you move 33% faster.
Siphon Strength 10 1 10 Elite Hex spell (5...17...20 seconds). Target foe has -20 armor and you deal +5...17...20 damage with your attacks.
- Black chain
Black Mantis Thrust 5 1 4 Lead attack. Deals +8...18...20 damage. Inflicts crippled condition (3...13...15 seconds) if target foe is hexed.
Black Lotus Strike 5 1 4 Off-hand attack. Deals +10...26...30 damage. Gain 5...17...20 energy if target foe is hexed. Must follow a lead attack.
Black Spider Strike 5 4 Dual attack. Deals +10...34...40 damage. Inflicts poison condition (8...22...25 seconds) if target foe is hexed. Must follow an off-hand attack.
- Seeping Wound chain
Seeping Wound 10 ¼ 10 Elite Half range Hex spell (1...8...10 seconds). Target foe moves 50% slower. While suffering from a condition target foe takes 5...21...25 damage each second.
Black Mantis Thrust 5 1 4 Lead attack. Deals +8...18...20 damage. Inflicts crippled condition (3...13...15 seconds) if target foe is hexed.
Jungle Strike 5 ½ 10 Off-hand attack. Deals +10...22...25 damage. Deals +1...25...31 damage to target foe and adjacent foes if target foe is crippled. Must follow a lead attack.
Trampling Ox 5 8 Dual attack. Deals +5...17...20 damage. Causes a knock down if target foe is crippled. Must follow an off-hand attack.
Falling Lotus Strike 5 12 Off-hand attack. Deals +15...31...35 damage. Gain 1...10...12 energy. No effect unless target foe is knocked down.
Twisting Fangs 10 15 Dual attack. Deals +10...18...20 damage. Inflicts bleeding and deep wound conditions (5...17...20 seconds). Must follow an off-hand attack.
- Palm Strike chain
Palm Strike 5 ¾ 7 Elite Touch skill. Deals 10...54...65 damage and inflicts cripple condition (2...8...10 seconds). Gain 1...3...4 strike[s] of adrenaline. Counts as an off-hand attack.
Trampling Ox 5 8 Dual attack. Deals +5...17...20 damage. Causes a knock down if target foe is crippled. Must follow an off-hand attack.
Falling Spider 5 8 Off-hand attack. Deals +15...31...35 damage and inflicts poison condition (5...17...20 seconds). No effect unless target foe is knocked down.
Iron Palm 5 ¾ 15 Touch skill. Deals 5...41...50 damage. Causes a knock down if target foe is suffering from a condition or a hex. Counts as an off-hand attack.
Falling Lotus Strike 5 12 Off-hand attack. Deals +15...31...35 damage. Gain 1...10...12 energy. No effect unless target foe is knocked down.
Twisting Fangs 10 15 Dual attack. Deals +10...18...20 damage. Inflicts bleeding and deep wound conditions (5...17...20 seconds). Must follow an off-hand attack.
- Mantis Touch chain
Mantis Touch 5 ¾ 7 Touch skill. Deals 5...41...50 damage and inflicts cripple condition (3...13...15 seconds) to target foe. Counts as a lead attack.
Jungle Strike 5 ½ 10 Off-hand attack. Deals +10...22...25 damage. Deals +1...25...31 damage to target foe and adjacent foes if target foe is crippled. Must follow a lead attack.
Trampling Ox 5 8 Dual attack. Deals +5...17...20 damage. Causes a knock down if target foe is crippled. Must follow an off-hand attack.
Falling Lotus Strike 5 12 Off-hand attack. Deals +15...31...35 damage. Gain 1...10...12 energy. No effect unless target foe is knocked down.
Twisting Fangs 10 15 Dual attack. Deals +10...18...20 damage. Inflicts bleeding and deep wound conditions (5...17...20 seconds). Must follow an off-hand attack.
- Golden chain
Golden Fox Strike 5 1 4 Lead attack. Deals +10...26...30 damage. Unblockable if you are enchanted.
Golden Lotus Strike 5 1 4 Off-hand attack. Deals +10...30...35 damage. You gain 5...9...10 energy if you are enchanted. Must follow a lead attack.
Golden Fang Strike 10 4 Dual attack. Deals +10...42...50 damage. Inflicts deep wound condition (5...17...20 seconds) if you are enchanted. Must follow an off-hand attack.
- Unblockable chain
Golden Fox Strike 5 1 4 Lead attack. Deals +10...26...30 damage. Unblockable if you are enchanted.
Fox Fangs 5 ½ 3 Off-hand attack. Deals +10...30...35 damage. Unblockable. Must follow a lead attack.
Nine Tail Strike 5 4 Dual attack. Deals +10...34...40 damage. Unblockable. Must follow an off-hand attack.
- Death Blossom chain
Jagged Strike 5 ½ 1 Lead attack. Inflicts bleeding condition.
Fox Fangs 5 ½ 3 Off-hand attack. Deals +10...30...35 damage. Unblockable. Must follow a lead attack.
Death Blossom 5 2 Dual attack. Deals +20...40...45 damage. Also affects adjacent foes. Must follow an off-hand attack.
Paragon skill changes[edit]
- Remove: Ballad of Restoration. Add: Chorus of Light.
- Remove: Chorus of Restoration. Add: Chorus of Corruption.
- Remove: Energizing Chorus. Add: Chorus of Storms.
- Remove: Lyric of Purification. Add: Shattering Chorus.
- Remove: Lyric of Zeal. Add: Aria of Purification.
- Remove: Defensive Anthem. Add: Vampiric Anthem.
- Aria of Purification
5 1 Chant (10 seconds). Allies in earshot lose a condition with their next spell.
- Chorus of Light
6 1 Chant (10 seconds). The next spell of target party member deals 15...43...50 holy damage and inflicts burning condition (1...3...3 second[s]) to foes near the initial location of the spell's target. Deals double damage to summoned creatures.
- Chorus of Corruption
6 1 Chant (10 seconds). The next spell of target party member transfers all conditions from foes near the initial location of the spell's target to other nearby foes and deals 15...43...50 dark damage to each foe that received a new condition once.
- Chorus of Storms
10 2 20 Chant (10 seconds). The next spell of target party member deals 1...8...10 cold damage, 1...8...10 earth damage, 1...8...10 fire damage and 1...8...10 lightning damage each second (5 seconds) to foes near the initial location of the spell's target.
- Chorus of Chaos
10 2 20 Chant (10 seconds). The next spell of target party member interrupts an action of foes near the initial location of the spell's target. Interruption effect: deals 15...43...50 chaos damage.
- Vampiric Anthem
10 1 10 Elite Chant (10 seconds). Target ally steals 10...42...50 health for the next 1...3...3 attack skill[s].
- Echoes
Aggressive Refrain 15 1 20 Echo (20 seconds). The next time you use a shout or chant party members in earshot gain +25% more adrenaline for their attacks (2...8...10 seconds).
Hasty Refrain 15 1 20 Echo (20 seconds). The next time you use a shout or chant party members in earshot move 25% faster (2...8...10 seconds).
Burning Refrain 5 1 20 Echo (20 seconds). The next time you use a shout or chant party members in earshot deal +25% more damage to foes suffering from burning condition (2...8...10 seconds).
Bladeturn Refrain 10 1 20 Echo (20 seconds). The next time you use a shout or chant allies in earshot reflect 3...13...15 damage back to the attacker and inflict cracked armor condition (3...13...15 seconds) to adjacent foes whenever they are hit with a melee attack (10 seconds).
Mending Refrain 5 1 5 Echo (20 seconds). The next time you use a shout or chant party members in earshot gain +1...4...5 health regeneration (10 seconds).
Blazing Finale 5 1 5 Echo (20 seconds). Inflicts burning condition (1...4...5 seconds) to all foes near your party members in earshot the next time you use a shout or chant.
Energizing Finale 5 1 15 Echo (20 seconds). The next time you use a shout or chant party members in earshot gain 1...4...5 energy.
Finale of Restoration 5 1 15 Echo (20 seconds). The next time you use a shout or chant party members in earshot they gain 15...63...75 health.
Purifying Finale 5 1 15 Echo (20 seconds). The next time you use a shout or chant party members in earshot lose 1...3...3 condition[s].
Heroic Refrain 5 1 10 Elite Echo (20 seconds). The next time you use a shout or chant party members in earshot gain +1...3...3 to all attributes (3...13...15 seconds). PvE Skill
"The Power Is Yours!" 4 Elite Shout (10 seconds). The next spell used by allies in earshot recharges +10...34...40% faster. Initial effect: allies gain 0...1...1 energy.
4 4 Elite Shout (10 seconds). The next spell used by allies in earshot recharges +10...34...40% faster. Initial effect: allies gain 0...1...1 energy.
Anthem of Fury 5 1 15 Elite Chant (10 seconds). Target ally gains 0...1...1 strike of adrenaline every 2 seconds. Target ally gains 1...3...3 strike[s] of adrenaline for the next 1...3...3 attack skill[s].
Crippling Anthem 5 1 Elite Chant (10 seconds). Target ally inflict crippled condition (3...10...12 second[s]) to the target and deals 5...41...50 piercing damage to adjacent foes for the next 1...3...3 attack skill[s].
Merciless Spear
8 Spear attack. Deals +5...17...20 damage. Deals +2...8...10 more damage (maximum of +40) for each condition target foe is suffering.
Wearying Spear 6 Spear attack. Inflicts deep wound condition (3...13...15 seconds). You suffer weakness condition (10 seconds) unless you are under the effect of a shout or chant.
- Leadership
You gain 2 Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks). Off-hand weapons you have equipped also meet their required attribute investment if your rank in Leadership equals or exceeds the attribute investments those off-hand weapons require.
"Incoming!" 4 Elite Shout (10 seconds). All other allies in earshot gain 0...40...50% damage reduction for the next 1...3...3 time[s] they take damage.
"Help Me!" 4 6 Shout (3...13...15 seconds). You gain +1...3...3 health regeneration and +20 armor. Initial effect: you gain 15...75...90 health.
"Lead the Way!" 10 15 Shout (5...17...20 seconds). You move 25% faster. Initial effect: party members in earshot gain 1 strike of adrenaline.
"They're on Fire!" 4 6 Shout (1...12...15 second[s]). Your attacks have +5...25...30% chance to critical hit against conditioned foes. Initial effect: inflicts burning condition (1...3...3 second[s]) to nearby foes.
Aggressive Refrain 15 1 20 Echo (20 seconds). The next time you use a shout or chant allies in earshot gain +25% more adrenaline for their attacks (2...8...10 seconds).
Hasty Refrain 15 1 25 Echo (20 seconds). The next time you use a shout or chant allies in earshot move 25% faster (2...8...10 seconds).
Angelic Bond 5 20 Elite Skill (20 seconds). You gain +1...3...4 to the attributes of the weapons you have equipped.
Angelic Protection 5 20 Skill (20 seconds). You gain +1...12...15 armor and maximum energy if your off-hand weapon meets its required attribute investment.
Natural Temper 5 15 Stance (5...13...15 seconds). You attack 25% faster. You attack 33% faster instead if you are not enchanted.
Godspeed 4 Stance (1...8...10 second[s]). You move 33% faster and cannot be knocked down. Ends after a knock down is prevented.
Soldier's Fury 4 Elite Stance (5...13...15 seconds). Gain 33% more adrenaline for your attacks. You attack 33% faster while under the effect of a shout or chant.
Awe 5 15 Skill (5...10...11 seconds). The next time you are the target of a hostile spell, the caster is interrupted. Interruption effect: inflicts daze condition (1...5...6 second[s]).
Burning Shield 5 15 Skill (5...10...11 seconds). Blocks the next attack against you. Block effect: causes a knock down and inflicts burning condition (1...5...6 second[s]) to all adjacent attacking foes. No effect unless you have a shield equiped.
Leader's Comfort 5 1½ 8 Skill. You gain 40...104...120 health. You gain 10...26...30 health (maximum of 100) for each ally in earshot.
Leader's Zeal 5 1½ 8 Skill. You gain 5...13...15 energy. You gain 1 strike of adrenaline (maximum of 1...3...4) for each ally in earshot.
Glowing Signet ¼ 15 Signet. You gain 10...82...100 health and 1...8...10 energy if target foe is suffering from a condition.
Focused Anger 5 60 Elite Skill (45 seconds). You gain 0...120...150% more adrenaline.
Inspirational Speech 5 1 10 Skill (30 seconds). You gain 0...1...1 strike of adrenaline whenever you use a shout or chant. You can only gain 1 strike of adrenaline every 3 seconds.
Enduring Harmony 5 10 Skill (10 seconds). Your next shout or chant lasts 10...122...150% longer.
Signet of Return 5 5 Signet. Resurrect target party member (5...13...15% health and 1...3...4% energy for each party member in earshot).
"There's Nothing to Fear!"
15 20 Shout (4 seconds plus 1 second for every 2 ranks in Leadership). Reduces damage by 20...32...35% for party members in earshot. End effect: heals for 35...55...60. PvE Skill
Heroic Refrain 5 1 10 Elite Echo (20 seconds). The next time you use a shout or chant party members in earshot gain +1...3...3 to all attributes (3...13...15 seconds). PvE Skill
- Command
"Brace Yourself!" 4 Shout (10 seconds). Allies in earshot have +30...86...100% chance to block the next incoming attack.
"Go for the Eyes!" 4 Shout (10 seconds). Allies in earshot have +30...86...100% chance to land a critical hit with their next attack.
"Fall Back!" 10 20 Shout (4...9...10 seconds). Allies in earshot gain 5...13...15 health per second while moving and move 33% faster. Ends for an ally if that ally hits with an attack.
"Find Their Weakness!" 10 15 Shout (5...17...20 seconds). Target ally deals +5...41...50 damage and inflicts deep wound condition (5...17...20 seconds) with the next attack.
"Can't Touch This!" 5 10 Shout (5...13...15 seconds). Allies in earshot cannot be knocked down and touch-range skills used against them fail. Ends on an ally after a knock down or a touch-range skill is prevented.
"Make Haste!" 5 10 Shout (5...17...20 seconds). Target ally moves 25% faster. Cannot self-target.
"Stand Your Ground!" 10 20 Shout (5...17...20 seconds). Allies in earshot gain +24 armor when not moving.
"We Shall Return!" 25 30 Shout. All party members in earshot are resurrected (25...45...50% health and 5...17...20% energy).
Anthem of Disruption 6 1 Chant (10 seconds). Target ally interrupts an action of target foe and foes adjacent to target foe for the next 1...3...3 attack skill[s].
Anthem of Envy 5 1 5 Chant (10 seconds). Target ally deals 5...41...50 damage to foes adjacent to target foe for next 1...3...3 attack skill[s].
Anthem of Flame 5 1 5 Chant (10 seconds). Target ally inflicts burning condition (1...3...3 second[s]) for the next 1...3...3 attack skill[s].
Anthem of Weariness 5 1 5 Chant (10 seconds). Target ally inflict weakness condition (3...13...15 seconds) to target foe and foes adjacent to target foe for the next 1...3...3 attack skill[s].
Zealous Anthem 4 1 Chant (10 seconds). Target ally gains 1...3...3 energy for the next 1...3...3 attack skill[s].
Anthem of Fury 5 1 15 Elite Chant (10 seconds). Target ally gains +0...40...50% more adrenaline for their attacks. Target ally gains 1...3...3 strike[s] of adrenaline for the next 1...3...3 attack skill[s].
Anthem of Guidance 4 1 Elite Chant (10 seconds). Target ally is unblockable. Target ally inflicts cracked armor condition (3...13...15 seconds) to the target foe for the next 1...3...3 attack skill[s].
Crippling Anthem 5 1 Elite Chant (10 seconds). Target ally's attacks inflict bleeding condition (3...10...12 seconds). Target ally inflict crippled condition (3...10...12 second[s]) to the target for the next 1...3...3 attack skill[s].
Defensive Anthem 5 1 15 Elite Chant (10 seconds). Target ally has 25...65...75% chance to block while attacking. Target ally cannot be interrupted for the next 1...3...3 attack skill[s].
Blazing Finale 5 1 5 Echo (20 seconds). Inflicts burning condition (1...4...5 seconds) to all foes near your allies in earshot the next time you use a shout or chant.
Burning Refrain 5 1 20 Echo (20 seconds). The next time you use a shout or chant allies in earshot deal +5...17...20 fire damage for their attacks (2...8...10 seconds).
Bladeturn Refrain 10 2 30 Echo (20 seconds). The next time you use a shout or chant allies in earshot have 50% chance to block incoming attacks (2...8...10 seconds).
- Motivation
"It's Just a Flesh Wound." 5 2 Elite Shout (1...8...10 second[s]). Target ally moves 33% faster. Initial effect: removes all conditions from target ally. Cannot self-target.
"Make Your Time!" 4 Shout (10 seconds). The next spell or chant used by allies in earshot has +30...86...100% chance to activate 25% faster.
"The Power Is Yours!" 4 Elite Shout (10 seconds). The next spell or chant used by allies in earshot has +1...3...4 attribute points and has +30...86...100% chance to activate 33% faster.
"Never Surrender!" 5 12 Shout (15 seconds). Allies in earshot are healed for 5...17...20 whenever they attack.
"Never Give Up!" 5 12 Shout (15 seconds). Allies in earshot are healed for 100...260...300% of the energy cost whenever they cast a spell or chant.
Ballad of Restoration 6 1 5 Chant (10 seconds). The next time allies in earshot take damage they gain 15...43...50 health.
Aria of Restoration 5 1 10 Chant (10 seconds). Allies in earshot gain 15...43...50 health with their next spell or chant.
Aria of Zeal 10 2 15 Chant (10 seconds). Allies in earshot gain 1...4...5 energy with their next spell or chant.
Chorus of Restoration 6 1 Chant (20 seconds). Target ally gains 15...43...50 health with their next 1...3...3 spell[s] or chant[s].
Energizing Chorus 6 2 Chant (20 seconds). The next 1...3...3 spell[s] or chant[s] target ally uses recharge 25% faster.
Lyric of Purification 5 1 8 Chant (10 seconds). The next 1...2...2 skill[s] target ally uses removes a condition.
Lyric of Zeal 5 2 Chant (10 seconds). Target ally gains energy equal to 25...85...100% of the energy cost of the next 1...2...2 skill[s] target ally uses.
Song of Power 10 2 5 Chant (10 seconds). The next skill allies in earshot use has +1...2...2 attribute point[s].
Song of Purification 5 2 Elite Chant (10 seconds). The next skill allies in earshot use removes 1...2...2 condition[s] and hex[es].
Song of Restoration 5 2 Elite Chant (10 seconds). The next skill allies in earshot use gives 40...68...75 health.
Energizing Finale 5 1 15 Echo (20 seconds). The next time you use a shout or chant allies in earshot recharge the next spell they use 15...27...30% faster.
Finale of Restoration 5 1 15 Echo (20 seconds). The next time you use a shout or chant allies in earshot gain 15...63...75 health.
Mending Refrain 5 1 5 Echo (20 seconds). The next time you use a shout or chant allies in earshot gain +1...4...5 health regeneration (10 seconds).
Purifying Finale 5 1 5 Echo (20 seconds). The next time you use a shout or chant allies in earshot lose 0...1...1 condition[s].
Signet of Synergy 1 10 Signet. You and target ally gain 40...88...100 health. Cannot self-target.
- Spear Mastery
Barbed Spear 2 1 Spear attack. Inflicts bleeding condition (8...22...25 seconds).
Blazing Spear 6 Spear attack. Deals +5...21...25 damage and inflicts burning condition (1...3...3 second[s]).
Chest Thumper 5 5 Spear attack. Inflicts cracked armor condition (3...13...15 seconds). Automatic critical hit.
Cruel Spear 6 1 Elite Spear attack. Deals +1...25...31 damage. Inflicts deep wound condition (5...17...20 seconds).
Disrupting Throw 5 ½ 10 Spear attack. Interrupts an action. Interruption effect: if you interrupt a skill that skill is disables for +1...12...15 seconds.
Harrier's Toss 10 ½ 10 Spear attack. Deals +5...17...20 damage. Deals +5...25...30 more damage if target foe is moving.
Holy Spear 8 Spear attack. Deals 15...43...50 holy damage to target foe and foes adjacent to target foe. Inflicts burning condition (1...3...4 second[s]) to summoned creatures.
Maiming Spear 5 1 10 Spear attack. Inflicts crippled condition (3...13...15 seconds). Deals +5...17...20 damage if target is moving.
Merciless Spear 6 Spear attack. Inflicts deep wound condition (5...17...20 seconds).
Mighty Throw 7 Spear attack. Deals +10...34...40 damage.
Slayer's Spear 5 5 Spear attack. Hits 2 more foes near your target.
Spear of Lightning 5 6 Spear attack. Deals +8...18...20 lightning damage. 25% armor penetration.
Spear of Redemption 10 Spear attack. Removes an enchantment when it hits. Removal effect: deals 15...43...50 holy damage. Disables your non-spear attack skills for 3 seconds.
Spear Swipe 8 Spear attack. Deals +5...17...20 damage. Inflicts daze condition (4...9...10 seconds) if target foe is knocked down.
Stunning Strike 5 ½ 15 Elite Spear attack. Interrupts an action. Interruption effect: causes a knock down. Causes a knock down for 2...4...4 seconds if you interrupted a skill.
Swift Javelin 4 1 Spear attack. Deals +5...17...20 damage. Moves twice as fast.
Unblockable Throw 5 6 Spear attack. Unblockable. Deals +8...18...20 damage.
Vicious Attack 5 8 Spear attack. Deals +5...17...20 damage. Inflicts deep wound condition (5...13...15 seconds) with a critical hit.
Wearying Spear 3 Spear attack. Deals +5...17...20 damage and inflicts weakness condition (3...13...15 seconds).
Wild Throw 7 Spear attack. Unblockable. Deals +5...17...20 damage. Removes a stance when it hits. Disables your non-spear attack skills for 3 seconds.
Spear of Fury
5 1 8 Spear attack. Deals +30...38...40 damage. You gain 3...5...6 strikes of adrenaline if you hit a foe with a condition. PvE Skill
- No Attribute
Cautery Signet 2 15 Elite Signet. All party members lose all conditions.
Remedy Signet 1 4 Signet. Removes dazed, deep wound, bleeding and one aditional condition from yourself.
Signet of Aggression 1 5 Signet. You gain 2 adrenaline if you are under the effects of a shout or chant.
Hexbreaker Aria 8 2 Chant (10 seconds). Allies in earshot lose one hex with their next spell or chant.
Song of Concentration 8 2 5 Chant (10 seconds). Allies in earshot are uninterruptable with their next skill.
Dervish skill changes[edit]
- Remove: Dwayna's Touch. Add: Dwayna's Aura
Dwayna's Aura 10 6 Flash enchantment spell (30 seconds). Your scythe attacks have 10% armor penetration. Initial effect: deals 10...34...40 lightning damage to nearby foes. End effect: inflicts cracked armor condition (1...8...10 condition[s]) to nearby foes.
Dwayna's Touch 5 1 8 Touch Spell. Heals target ally for 50...146...170. Removes 1...2...2 condition[s] if you are enchanted.
Mystic Healing 5 1 4 Spell. Heals you for 5...53...65. Heals you for 30...86...100 more if you are enchanted.
Natural Healing 5 1 8 Spell. Heals you for 50...146...170. Removes 1...2...2 condition[s] if you are not enchanted.
Imbue Health 4 1 1 Spell. Gain 40...88...100 health and lose 1 Dervish enchantment. Removal effect: gain 40...88...100 more health.
Faithful Intervention 5 2 20 Enchantment spell. End effect: heals you for 50...170...200. Ends early the next time damage drops your health below 25%.
Watchful Intervention 5 2 15 Enchantment spell (60 seconds). Heals you for 50...170...200 the next time damage drops your health below 25%. You lose a dervish enchantment. Removal effect: activates instantly.
Rending Aura 10 20 Flash enchantment spell (20 seconds). Your attack skills remove an enchantment from knocked down foes. Initial effect: deals 10...34...40 cold damage to nearby foes. End effect: removes an enchantment from nearby foes.
Rending Touch 5 ¾ 12 Touch Spell. You and target foe lose 1 enchantment. Removal effect: gain 1 strike of adrenaline for each enchantment removed.
Arcane Zeal 5 ¼ 15 Elite Enchantment spell (10 seconds). Initial effect: you gain 0...1...1 strike of adrenaline (maximum of 5) for each foe within earshot. End effect: you gain 1...4...5 energy (maximum of 15) for each foe within earshot.
Ebon Dust Aura 10 20 Elite Flash enchantment spell (30 seconds). Your attacks deal +5...17...20 damage. Initial effect: inflicts blind condition (1...6...7 second[s]) to nearby foes. End effect: you lose blind condition. No effect unless you are wielding an earth weapon.
Grenth's Grasp 10 15 Elite Flash enchantment spell (5...17...20 seconds). You move 33% faster and your attack skills inflict cripple condition (1...9...11 second[s]) and transfer 1 condition to each foe you hit. Initial effect: you lose cripple condition. No effect unless you are wielding a cold weapon.
Grenth's Grasp 10 20 Elite Flash enchantment spell (30 seconds). Your attack skills transfer 1 condition to each foe you hit. Initial effect: inflicts crippled condition (1...9...11 second[s]) to all nearby foes. End effect: causes a knock down to nearby foes. No effect unless you are wielding a cold weapon.
Harrier's Grasp 10 15 Flash enchantment spell (5...17...20 seconds). Your next attack causes a knock down to each moving foe it hits. Initial effect: you lose cripple and 1 other condition.
Signet of Pious Restraint 45 Signet (5...13...15 seconds). Removes 1 Dervish enchantment. Your next attack causes a knock down to each moving foe it hits. Removal effect: recharges 75% faster.
Signet of Pious Restraint 45 Signet (5...13...15 seconds). Removes 1 Dervish enchantment. Your next 1...3...3 attack[s] cause a knock down if they hit a moving foe. Removal effect: recharges 75% faster.
Banishing Strike 5 1 3 Melee Attack. Deals 10...50...60 holy damage. Deals double damage to summoned creatures. Inflicts burning condition (2...4...5 seconds) against knocked down foes.
Banishing Strike (PvP) 5 3 Melee Attack. Deals 10...50...60 holy damage. Deals double damage to summoned creatures. Inflicts burning condition (2...4...5 seconds) against knocked down foes.
Aura Slicer 4 Melee attack. Inflicts bleeding condition (5...13...15 seconds). Also inflicts cracked armor condition (1...8...10 second[s]) if you are enchanted. Also inflicts deep wound condition (1...8...10 second[s]) if you hit a knocked down foe.
Mystic Sweep 5 1 6 Melee attack. Deals +3...10...12 damage. Deals and additional +3...10...12 damage if you are enchanted. Deals an additional +3...10...12 damage if you hit a knocked down foe.
Wearying Strike 6 Scythe attack. Inflicts deep wound condition (2...8...10 second[s]) and suffer weakness condition (10 seconds). Lose a dervish enchantment. Removal effect: You are not weakened.
Mystic Healing (PvP) 5 1 4 Spell. Heals you for 5...53...65. Heals for 5...53...65 more if you are enchanted.
Winds of Disenchantment 10 20 Flash Enchantment spell (30 seconds). The next time you hit with your scythe, you remove an enchantment from all nearby foes. Removal effect: deals 20...68...80 cold damage.
Winds of Disenchantment 10 ¼ 15 Enchantment spell (30 seconds). Your scythe attacks remove an enchantment from the foes it hits. Ends after 1...3...3 hit[s].
Title skill changes[edit]
- Asura skills
Mindbender 5 10 Skill (10 seconds). Your next spell activates 40...50% faster.
Smooth Criminal 5 20 Skill (10 seconds). Your next spell costs 10...15 less energy and gives 10...15 energy.
Technobabble 10 1 15 Hex spell (10 seconds). Target foe activates skills 50...100% slower.
Summon Ice Imp 50% 25 5 60 Skill (240...300 seconds). Summons an Ice Imp of your level that has Aura of Restoration, Blurred Vision, Glowing Ice, Glyph of Restoration, Ice Spikes, Maelstrom, Water Attunement and Water Trident. Only one asuran summon can be present at a time. Your skills are disabled for 60 seconds. Causes summoning sickness (300 seconds). Cannot be used while suffering from summoning sickness.
Summon Mursaat 50% 25 5 60 Skill (240...300 seconds). Summons a Mursaat of your level that has Air Attunement, Aura of Restoration, Chain Lightning, Enervating Charge, Glyph of Restoration, Lightning Orb, Shock Arrow and Thunderclap. Only one asuran summon can be present at a time. Your skills are disabled for 60 seconds. Causes summoning sickness (300 seconds). Cannot be used while suffering from summoning sickness.
Summon Naga Shaman 50% 25 5 60 Skill (240...300 seconds). Summons a Naga Shaman of your level that has Aura of Restoration, Earth Attunement, Earthen Shackles, Ebon Hawk, Glowstone, Glyph of Restoration, Stoning and Unsteady Ground. Only one asuran summon can be present at a time. Your skills are disabled for 60 seconds. Causes summoning sickness (300 seconds). Cannot be used while suffering from summoning sickness.
Summon Ruby Djinn 50% 25 5 60 Skill (240...300 seconds). Summons a Ruby Djinn of your level that has Aura of Restoration, Fire Attunement, Fireball, Glowing Gaze, Glyph of Restoration, Immolate, Liquid Flame and Savannah Heat. Only one asuran summon can be present at a time. Your skills are disabled for 60 seconds. Causes summoning sickness (300 seconds). Cannot be used while suffering from summoning sickness.
- Deldrimor skills
Brawling Headbutt 10 Melee attack. Deals +10...20 damage. Causes a knock down if target foe is suffering from a condition.
Ear Bite 5 6 Melee attack. Deals +10...20 damage. Inflicts bleeding condition (10...15 seconds).
Low Blow 7 Melee attack. Deals +15...25 damage and inflicts cracked armor condition (10...15 seconds).
Alkar's Alchemical Acid 10 2 10 Spell Projectile. Deals 50...80 damage to target foe and foes nearby target. Inflicts poison condition (10...15 seconds).
Breath of the Great Dwarf 5 1 6 Spell. You are healed for 110...160 and lose a condition.
Drunken Master 5 15 Stance (8 seconds). You move and attack 15...25 % faster. While drunk you have 20...50 % chance to block.
Dwarven Stability 5 30 Flash enchantment spell (30 seconds). Your stances last 55...100% longer and you cannot be knocked down while moving.
Great Dwarf Armor 5 1 20 Enchantment spell (30 seconds). You gain +24 armor and +2...4 health regeneration.
Great Dwarf Weapon 5 ¼ 10 Weapon spell (5...15 seconds). Target ally's attacks have 0...100% chance to critical hit or allies attacking target foe always critical hit.
- Ebon Vanguard skills
Deft Strike 5 1 10 Ranged attack. Deals +10...20 damage. Inflicts cracked armor condition (10...15 seconds) if target foe is suffering from a condition.
Sneak Attack 5 1 6 Melee attack. Deals +10...20 damage. Always a critical hit. Counts as a lead attack.
Signet of Infection 10 Signet (20 seconds). Conditions you inflict last 25...50% longer.
Ebon Battle Standard of Courage 10 2 20 Ward spell (20 seconds). Allies in this ward have +15...25 armor. Does not affect spirits.
Ebon Battle Standard of Honor 10 2 20 Ward spell (20 seconds). Allies in this ward have +15...25% armor penetration. Does not affect spirits.
Ebon Battle Standard of Wisdom 10 2 20 Ward spell (20 seconds). Allies in this ward recharge their spells 15...25% faster. Does not affect spirits.
Winds 10 1 30 Ebon vanguard ritual (30...45 seconds). All allied projectiles move 100% faster. Does not affect spirits.
- Norn skills
"Dodge This!" 5 8 Shout (10...15 seconds). Your attacks have +10...20% armor penetration.
"I Am the Strongest!" 5 10 Shout (10...15 seconds). You gain 50...100% more adrenaline from non-skill attacks.
"You Are All Weaklings!" 6 10 Shout (10...15 seconds). You take 10...20% less damage from foes suffering from a condition.
"You Move Like a Dwarf!" 10 15 Shout. Knock down target foe and inflict crippled condition (10...15 seconds).
A Touch of Guile 5 ¼ 15 Melee attack. Interrupts an action. Interruption effect: inflicts blind and dazed conditions (5...10 seconds) if you interrupted a skill.
Club of a Thousand Bears 8 1 Melee attack. Deals +15...25 damage to target foe. Deals 15...25 damage to foes adjacent to target.
Feel No Pain 5 20 Skill (20 seconds). You gain +200...300 maximum health and take 5...10 less damage.
Raven Blessing 5 2 20 Elite Form (45...60 seconds). Your attacks deal piercing damage. You have 20...30% chance to block and cannot be knocked down. Conditions on you end 30...50% faster than normal. This skill is disabled for 45 seconds.
Ursan Blessing 5 2 20 Elite Form (45...60 seconds). Your attacks deal blunt damage. You move 20...33% faster. You gain +20 armor and +100...200 maximum health. This skill is disabled for 45 seconds.
Volfen Blessing 5 2 20 Elite Form (45...60 seconds). Your attacks deal slashing damage. You attack 15...33% faster and your attack skills recharge 25% faster. You gain +1...4 health regeneration. This skill is disabled for 45 seconds.
Weapon upgrades[edit]
- Martial & Spellcaster weapon
- "I Have the Power": Energy +4...5.
- "Let the Memory Live Again": Halves skill recharge of spells (7...10% chance).
- "Luck of the Draw": Halves casting time of spells (7...10% chance).
- "Might Makes Right": Armor +4...5 (while attacking).
- "Knowing is Half the Battle": Armor +4...5 (while casting).
- Martial weapon
- "Strength and Honor": Attacks deal +4...5 damage.
- "Brawn over Brains": Gain +7...10% more adrenaline from attacks.
- "Dance with Death": Attacks have +20% armor penetration (15...20% chance).
- "Guided by Fate": Attacks are unblockable (15...20% chance).
- "Vengeance is Mine": Attacks critical hit (7...10% chance).
- "Don't Fear the Reaper": Attacks deal +10...15% damage (-1 health regeneration).
- "Too Much Information": Attacks deal +10...15% damage (-1 energy degeneration).
- "To the Pain": Attacks deal +7...10 damage (armor -20).
- "Not in the Face": Attacks deal +5...7 blunt damage (must wield a blunt weapon).
- "The Riddle of Steel": Attacks deal +5...7 slashing damage (must wield a slashing weapon).
- "Through Thick and Thin": Attacks deal +5...7 piercing damage (must wield a piercing weapon).
- "Leaf on the Wind": Attacks deal +5...7 cold damage (must wield a cold weapon).
- "Like a Rolling Stone": Attacks deal +5...7 earth damage (must wield an earth weapon).
- "Riders on the Storm": Attacks deal +5...7 lightning damage (must wield a lightning weapon).
- "Sleep Now in the Fire": Attacks deal +5...7 fire damage (must wield a fire weapon).
- Spellcaster weapon
- "Aptitude not Attitude": Halves casting time spells of the item's attribute (15...20% chance).
- "Seize the Day": Spells of the item's attribute have no aftercast delay (7...10% chance).
- "Don't call it a Comeback": Damage +7...10% from spells of the item's attribute.
- "Hale and Hearty": Health +15...20 (while meeting the item's required attribute).
- "Have Faith": Energy +5...7 (while meeting the item's required attribute).
- "I am Sorrow": Armor +4...5 (while meeting the item's required attribute).
- Focus & Shield
- "Master of My Domain": Item's attribute +1 (15...20% chance).
- "Man for All Seasons": Armor +4...5 (vs. elemental damage).
- "Survival of the Fittest": Armor +4...5 (vs. physical damage).
- "Fear Cuts Deeper": Reduces bleeding condition on you by 20% (stacking).
- "I Can See Clearly Now": Reduces blind condition on you by 20% (stacking).
- "Sheltered by Faith": Reduces cracked armor condition on you by 20% (stacking).
- "Swift as the Wind": Reduces cripple condition on you by 20% (stacking).
- "Soundness of Mind": Reduces daze condition on you by 20% (stacking).
- "Strength of Body": Reduces deep wound condition on you by 20% (stacking).
- "Cast Out the Unclean": Reduces disease condition on you by 20% (stacking).
- "Pure of Heart": Reduces poison condition on you by 20% (stacking).
- "Only the Strong Survive": Reduces weakness condition on you by 20% (stacking).
- Focus
- "Serenity Now": Halves skill recharge of spells (7...10% chance).
- "Forget Me Not": Halves skill recharge of spells of item's attribute (15...20% chance).
- "Live for Today": Energy +5...8 (while meeting item's required attribute).
- "Hail to the King": Spells of the item's attribute cannot be interrupted (15...20% chance).
- "Down But Not Out": Armor +7...10 (while health is below 50%)
- Shield
- "Be Just and Fear Not": Armor +3...4 (while meeting the item's required attribute).
- "Nothing to Fear": Armor +5...7 (while not moving).
- "Run For Your Life": Armor +5...7 (while moving).
- "Life is Pain": Armor +7...10 (health -30).
- "Ignorance is Bliss": You gain 15...20% more adrenaline when taking damage.
- Equippable items
- "Measure for Measure": Highly salvageable.
- "Show me the Money": Improved sale value.
- Prefix bonus
- Sundering: Increases cracked armor duration on foes by 33%.
Unique Weapons[edit]
- Sword: Req 9 Swordsmanship. (Lightning damage, damage +15% while enchanted, armor +5)
- Axe: Req 9 Axe Mastery. (Life drain +3 / -1 health degeneration, damage +15% / -1 energy degeneration, Axe Mastery +1 20%)
- Hammer: Req 9 Hammer Mastery. (Double adrenaline gain 10%, Hammer Mastery +1 20%, armor +5)
- Shield: Req 9 Strength/Tactics. (Armor +5 vs elemental damage, reduces blind duration 20%)
- Longbow: Req 9 Expertise. (Increases cripple duration 20%, energy +15 / -1 energy degeneration, Wilderness Survival +1 20%)
- Recurve Bow: Req 9 Marksmanship. (Double adrenaline gain 10%, damage +15% / -1 energy regeneration, Armor +5)
- Staff: Req 9 Primary Attribute. (Halves spell recharge 10%, halves spell recharge 10%, halves spell recharge 10%)
- Wand: Req 9 Primary Attribute. (Halves casting time spells 10%, halves casting time spells 10%)
- Focus: Req 9 Primary Attribute. (Energy +5, armor +5)
- Daggers: Req 9 Dagger Mastery. (Cold damage, energy gain +1 / -1 energy degeneration, armor +5)
- Spear: Req 9 Spear Mastery. (Double adrenaline gain 10%, armor +5 vs elemental damage, armor +5)
- Shield: Req 9 Leadership. (Armor +5 vs physical damage, reduces blind duration 20%)
- Scythe: Req 9 Scythe Mastery. (Double adrenaline gain 10%, damage +15% / -1 health degeneration, +5 armor)