User:Lerajie/HeroSkills
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Icon | Name | Description | Attribute | Campaign | Note | |||||
---|---|---|---|---|---|---|---|---|---|---|
Elite Hex Spell. (5...13...15 seconds.) You gain 5...17...20 Energy and all your skills recharge if target foe dies. | 5 | ¾ | 45 | Deadly Arts | Factions | Heroes use this on every new target when they can. Finish off the target they use it on to prevent the skill being wasted.Heroes won't cast if the target is already hexed with another Assassin's Promise. | ||||
Weapon Spell. (20 seconds.) Attacks deal 5...41...50 damage to 3 [[[w:Sic]]] adjacent foes. Ends after 1...4...5 attack[s]. | 5 | 1 | 5 | Channeling Magic | Factions | Heroes use this skill on allies with a martial weapon and on minions. They don't cast it on pets unless forced, which is a shame because this skill benefits from the +33% bonus damage pets get in PvE. | ||||
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. | 10 | 15 | Command | Nightfall | Heroes don't use this skill on allies using a bow or caster weapon. Spears and Daggers are confirmed to work. Heroes will only use this skill on targets with at least 1 attribute point in their martial weapons attribute. | |||||
Skill. (5...10...11 seconds.) Allies adjacent to you have 75% chance to block. Ends if you move. | 5 | 30 | Tactics | Factions | Heroes will still kite from melee enemies while affected by Protector's Defense, causing it to end. | |||||
Elite Enchantment Spell. (10 seconds.) +3...5...6 Energy regeneration. Cannot self-target. | 33% | 1 | ¼ | Blood Magic | Core | Heroes do not cast this skill on martial classes using a martial weapon. | ||||
Shout. (5...13...15 seconds.) Prevents the next knock-down and deals 15...63...75 damage to all foes near target ally. Cannot self-target. | 5 | 4 | Command | Nightfall | Heroes will only use this shout on allies that are knocked down; ideally they would maintain this on allies who have skills that can cause self-knockdown. | |||||
Shout. (30 seconds.) Your pet moves and attacks 33% faster. | 10 | 25 | Beast Mastery | Core | Heroes use this skill fairly frequently, but they don't maintain it as well as e.g. Rampage As One. | |||||
Hex Spell. Also hexes foes near your target. (3 seconds.) These foes move 90% slower and takes 1...24...30 damage each second while moving. | 10 | 1 | 15 | Communing | Factions | Heroes seem to only use this skill when they can hex at least 2 targets with it. | ||||
Hex Spell. Also hexes foes near your target (5...17...20 seconds). Causes -0...2...3 Health degeneration. Initial effect: Deals 10...42...50 damage to these foes if you are within earshot of a spirit or corpse. | 10 | 1 | 15 | Channeling Magic | Factions | Heroes seem to only cast this skill when the target is within range of a spirit or corpse. | ||||
Hammer Attack. Attack all adjacent foes for +1...16...20 damage. | 5 | 5 | Hammer Mastery | Prophecies | Heroes don't seem to use this skill unless forced. | |||||
Hammer Attack. Attack all adjacent foes. Knocks down foes suffering from a condition. You lose all adrenaline. 50% failure chance unless Hammer Mastery is 5 or more. | 6 | Hammer Mastery | Factions | Heroes seem to use this with very high priority, and will use it on foes without a condition. Caution is required when creating a build. | ||||||
Elite Hex Spell. Causes 100...180...200% slower enchantment casting (10 seconds). Initial effect: deals 10...82...100 damage to target and adjacent foes if target foe is not enchanted. | 10 | 2 | 10 | Domination Magic | Nightfall | Heroes seem to cast this only on caster enemies. Ideally they would spam it on any unenchanted target, prioritizing for AoE damage. | ||||
Elite Half Range Hex Spell. (1...6...7 second[s].) Target foe moves 33% slower. This foe takes 5...21...25 damage each second while suffering from a condition. | 15 | ¼ | 12 | Critical Strikes | Factions | Heroes only use this skill on foes suffering from Bleeding, while this skill now works with any condition |