User:Damysticreaper/Sandbox5

From Guild Wars Wiki
Jump to navigationJump to search

Warrior skill changes[edit]

Backbreaker Backbreaker 8 Adrenaline Elite Hammer attack. Deals +1...16...20 damage and causes a knock down (2...4...4 seconds).

Devastating Hammer Devastating Hammer 6 Adrenaline Elite Hammer attack. Causes a knock down and inflicts weakness condition (5...17...20 seconds).

Earth Shaker Earth Shaker 8 Adrenaline 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 Magehunter's Smash 8 Adrenaline1 Activation time Elite Hammer attack. Causes a knock down. Deals +10...26...30 damage and unblockable if target foe is enchanted.


Power Attack Power Attack 5 Energy3 Recharge time Melee Attack. Deals +10...34...40 damage.

Body Blow Body Blow 5 Energy8 Recharge time Melee attack. Deals +10...34...40 damage and inflicts cracked armor condition (3...13...15 seconds).

Desperation Blow Desperation Blow 5 Energy7 Recharge time 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 Desperation Blow 5 Energy7 Recharge time 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 Counterattack 5 Energy½ Activation time15 Recharge time Melee attack. Interrupts an action. Interruption effect: deals +5...29...35 damage if you interrupted a skill.

Distracting Blow Distracting Blow 6 Adrenaline½ Activation time 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 Distracting Strike 5 Energy½ Activation time10 Recharge time 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!" "Charge!" 4 Adrenaline Elite Shout (4...9...10 seconds). Allies in earshot move 33% faster and lose cripple condition.

Pvp version

4 Adrenaline4 Recharge time Elite Shout (4...9...10 seconds). Allies in earshot move 33% faster and lose cripple condition.

"I Will Avenge You!" "I Will Avenge You!" 5 Energy15 Recharge time Shout (5 seconds). You attack 25% faster. Lasts 3 seconds longer for each other party member in earshot (maximum of +3...9...10 seconds).

Pvp version

5 Energy45 Recharge time Shout. You gain +3...6...7 health regeneration and your attack speed increases by 25% (10 seconds for each dead ally).

Lion's Comfort Lion's Comfort 4 Adrenaline1 Activation time4 Recharge time Skill. You are healed for 50...130...150 and lose a condition.

Healing Signet Healing Signet Activation time8 Recharge time Signet. You are healed for 80...156...175 and gain 0...2...3 strikes of adrenaline.

Endure Pain Endure Pain 5 Energy30 Recharge time Skill (30 seconds). Negates the next fatal damage you take. Negation effect: gain 90...258...300 health.

Flourish Flourish 5 Energy¼ Activation time15 Recharge time Elite Skill (1...8...10 seconds). You cannot be targeted by spells. You cannot deal damage.

Frenzy Frenzy 5 Energy4 Recharge time Stance (8 seconds). You attack 33% faster. You take 33% more damage.

Frenzy Frenzy 5 Energy4 Recharge time Stance (8 seconds). You attack 33% faster. You take double damage.

Frenzied Defense Frenzied Defense 4 Adrenaline Stance (4 seconds). You have 75% chance to block. You cannot attack or cast spells.

Disciplined Stance Disciplined Stance 5 Energy15 Recharge time Skill (8...18...20 seconds). Your stances lasts +50% longer. While in a stance you gain +10 armor.

Gladiator's Defense Gladiator's Defense 5 Adrenaline 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 Gladiator's Defense 5 Adrenaline12 Recharge time Elite Stance (5...13...15 seconds). You attack 33% faster and have 75% chance to block while attacking.

Pvp version

5 Adrenaline12 Recharge time 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 Hamstring 5 Energy10 Recharge time 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 Sever Artery 4 Adrenaline 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 Galrath Slash 8 Adrenaline1 Activation time Sword attack. Deals +10...34...40 damage.

Galrath Slash Galrath Slash 6 Adrenaline Sword attack. Deals +5...17...20 damage. Your next 1...3...3 attack[s] deal +1...8...10 damage against conditioned foes.

Galrath Slash Galrath Slash 5 Adrenaline 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 Barbarous Slice 4 Adrenaline Sword attack. Deals +5...13...15 damage. Your next 1...3...3 attacks inflicts bleeding condition (5...13...15 seconds).

Pure Strike Pure Strike 5 Energy8 Recharge time Sword Attack. Deals +10...26...30 damage. Deals 10...26...30 slashing damage to adjacent foes if you are in a stance.

Pure Strike Pure Strike 7 Adrenaline Sword attack. Inflicts deep wound condition. Unblockable unless you are in a stance.

Pure Strike Pure Strike 5 Energy1 Activation time8 Recharge time Sword attack. Deals +1...24...30 damage. Unblockable against conditioned foes.

Steelfang Slash Steelfang Slash 7 Adrenaline 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 Jaizhenju Strike 6 Adrenaline Sword attack. Deals +5...17...20 damage. Your next 1...3...3 attack[s] have +25...65...75% chance to critical hit.

Jaizhenju Strike Jaizhenju Strike 5 Energy8 Recharge time Sword attack. Deals +10...26...30 damage. Gain 2 strikes of adrenaline if it hits.

Jaizhenju Strike Jaizhenju Strike 6 Adrenaline 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 Standing Slash 6 Adrenaline 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 Quivering Blade 5 Adrenaline Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Removal effect: inflicts Dazed condition (5 seconds).

Crippling Slash Crippling Slash 6 Adrenaline 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!" "Victory Is Mine!" 5 Energy10 Recharge time 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!" "I Will Survive!" 5 Energy10 Recharge time 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!" "You Will Die!" 4 Adrenaline6 Recharge time 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!" "I Will Avenge You!" 5 Energy15 Recharge time 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.

Pvp version

5 Energy45 Recharge time Shout. You gain +3...6...7 health regeneration and your attack speed increases by 25% (10 seconds for each dead ally).


Hamstring Hamstring 5 Energy1 Activation time10 Recharge time Sword attack. Inflicts crippled condition (3...13...15 seconds).

Crippling Slash Crippling Slash 4 Adrenaline1 Activation time Elite Sword attack. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).

Sever Artery Sever Artery 3 Adrenaline1 Activation time Sword attack. Inflicts bleeding condition (8...22...25 seconds).

Galrath Slash Galrath Slash 4 Adrenaline Sword attack. Inflicts cracked armor condition (5...17...20 seconds). +20% armor penetration.

Gash Gash 6 Adrenaline Sword attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding

Barbarous Slice Barbarous Slice 6 Adrenaline Sword attack. Deals +5...17...20 damage and inflicts crippled condition (5...17...20 seconds) if target foe is bleeding.

Steelfang Slash Steelfang Slash 7 Adrenaline Sword attack. Inflicts deep wound condition (5...13...15 seconds). Automatic critical hit if target foe is already suffering from a condition.

Pure Strike Pure Strike 5 Energy½ Activation time8 Recharge time Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.

Jaizhenju Strike Jaizhenju Strike 5 Adrenaline Sword attack. Deals +5...17...20 damage. Gain 3...7...8 if target foe is suffering from a condition.

Dragon Slash Dragon Slash 5 Energy1 Activation time8 Recharge time Elite Sword Attack. Deals +10...34...40 damage. Gain 1...4...5 strikes of adrenaline if it hits.

Knee Cutter Knee Cutter 5 Energy8 Recharge time 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 Seeking Blade 5 Energy1 Activation time10 Recharge time Sword attack. Deals +5...17...20 damage and inflicts bleeding condition (3...13...15 seconds). Unblockable.

Flurry Flurry 5 Energy8 Recharge time Sword attack. Inflicts bleeding condition (5...17...20 seconds) to target foe and foes adjacent to target foe.

Hundred Blades Hundred Blades 5 Energy25 Recharge time Elite Skill (15 seconds). Deals 10...22...25 slashing damage to all adjacent foes whenever you attack with a sword.

Standing Slash Standing Slash 6 Adrenaline 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 Silverwing Slash 8 Adrenaline 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 Sun and Moon Slash 8 Adrenaline Sword attack. You attack target foe twice. Unblockable

Final Thrust Final Thrust 8 Adrenaline Sword attack. Deals +10...34...40 damage. Automatic critical hit if target foe's health is below 50%.

Quivering Blade Quivering Blade 5 Adrenaline Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Unblockable.

Savage Slash Savage Slash 5 Energy½ Activation time15 Recharge time Sword attack. Interrupts an action. Interruption effect: deals +10...34...40 damage if you interrupted a spell.

Disarm Disarm 5 Energy½ Activation time15 Recharge time 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 Riposte 1 Adrenaline2 Recharge time 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 Deadly Riposte 5 Energy10 Recharge time 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 Hamstring 5 Energy1 Activation time10 Recharge time Sword attack. Inflicts crippled condition (3...13...15 seconds).

Sever Artery Sever Artery 3 Adrenaline1 Activation time Sword attack. Inflicts bleeding condition (8...22...25 seconds).

Gash Gash 6 Adrenaline Sword attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding

Final Thrust Final Thrust 8 Adrenaline Sword attack. Deals +10...34...40 damage. Always a critical hit if target foe's health is below 50%.

Battle Rage Battle Rage 4 Adrenaline 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 Sever Artery 3 Adrenaline1 Activation time Sword attack. Inflicts bleeding condition (8...22...25 seconds).

Galrath Slash Galrath Slash 4 Adrenaline Sword attack. Inflicts cracked armor condition (5...17...20 seconds). +20% armor penetration.

Gash Gash 6 Adrenaline Sword Attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding

Pure Strike Pure Strike 5 Energy½ Activation time8 Recharge time Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.

Battle Rage Battle Rage 4 Adrenaline Elite Stance (3...13...15 seconds). You attack and move 33% faster and gain 33% more adrenaline for your attacks.

"To the Limit!" "To the Limit!" 5 Energy15 Recharge time 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!" "Watch Yourself!" 4 Adrenaline4 Recharge time Shout (10 seconds). Party members in earshot have +5...21...25 armor. Ends after 10 incoming attacks.


  • Factions Dragon Slash AoE Pressure

Dragon Slash Dragon Slash 5 Energy1 Activation time8 Recharge time Elite Sword Attack. Deals +10...34...40 damage. Gain 1...4...5 strikes of adrenaline if it hits.

Standing Slash Standing Slash 6 Adrenaline 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 Silverwing Slash 8 Adrenaline 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 Sun and Moon Slash 8 Adrenaline Sword Attack. You attack target foe twice. Unblockable

Tiger Stance Tiger Stance 5 Energy10 Recharge time Stance (3...13...15 seconds). You attack 25% faster.

Sprint Sprint 5 Energy15 Recharge time Stance (8...18...20 seconds). You move 25% faster.

"Watch Yourself!" "Watch Yourself!" 4 Adrenaline4 Recharge time 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!" "You're All Alone!" 5 Energy15 Recharge time 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 Sever Artery 3 Adrenaline1 Activation time Sword attack. Inflicts bleeding condition (8...22...25 seconds).

Barbarous Slice Barbarous Slice 6 Adrenaline Sword attack. Deals +5...17...20 damage and inflicts crippled (5...17...20 seconds) if target foe is bleeding.

Steelfang Slash Steelfang Slash 7 Adrenaline 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 Soldier's Strike 5 Energy½ Activation time10 Recharge time Melee attack. Unblockable. Gain +1...2...2 strike[s] of adrenaline if you are under the effect of a shout or chant.

Flail Flail 4 Adrenaline Stance (3...13...15 seconds). You attack 25% faster.

Enraging Charge Enraging Charge 5 Energy20 Recharge time 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!" "Watch Yourself!" 4 Adrenaline4 Recharge time Shout (10 seconds). Party members in earshot have +5...21...25 armor. Ends after 10 incoming attacks.


  • Knee Cutter Elite Toolbox

Hamstring Hamstring 5 Energy1 Activation time10 Recharge time Sword attack. Inflicts crippled condition (3...13...15 seconds).

Knee Cutter Knee Cutter 5 Energy8 Recharge time 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 Gash 6 Adrenaline Sword Attack. Deals +5...17...20 damage and inflicts deep wound condition (5...17...20 seconds) if target foe is bleeding

Quivering Blade Quivering Blade 5 Adrenaline Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Unblockable.

Headbutt Headbutt 8 Adrenaline Elite Melee attack. Deals +10...34...40 damage and inflicts dazed condition (2...8...10 seconds).

Skull Crack Skull Crack 5 Adrenaline½ Activation time 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 Magehunter Strike 5 Energy½ Activation time5 Recharge time Elite Melee attack. Interrupts an action. Interruption effect: disables interrupted skill for +10 seconds. Unblockable if target foe is enchanted.

Shove Shove 5 Energy¾ Activation time15 Recharge time Elite Touch skill. Causes a knock down and removes target foe's stance. Deals 15...63...75 damage if target foe is moving.

"Coward!" "Coward!" 4 Adrenaline2 Recharge time Elite Shout (7 seconds). You move 33% faster. Initial effect: causes a knock down if target foe is moving.

"You're All Alone!" "You're All Alone!" 5 Energy15 Recharge time 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 Bull's Charge 5 Energy10 Recharge time 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 Knee Cutter 5 Energy8 Recharge time 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 Gash 6 Adrenaline 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 Crippling Slash 4 Adrenaline1 Activation time Elite Sword attack. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).

Gash Gash 6 Adrenaline 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 Sun and Moon Slash 8 Adrenaline Sword Attack. You attack target foe twice. Unblockable


  • Hundred Blades AoE Spike

Hundred Blades Hundred Blades 5 Energy25 Recharge time Elite Skill (15 seconds). Deals 10...22...25 slashing damage to all adjacent foes whenever you attack with a sword.

Flurry Flurry 5 Energy4 Recharge time Sword Attack. Inflicts bleeding condition (5...17...20 seconds) to target foe and adjacent foes.

Whirlwind Attack Whirlwind Attack 6 Adrenaline1 Recharge time Melee Attack. Deals +13...19...20 damage to target foe and adjacent foes.

Sun and Moon Slash Sun and Moon Slash 8 Adrenaline Sword Attack. You attack target foe twice. Unblockable


  • Warrior's Endurance Sword Toolbox

Warrior's Endurance Warrior's Endurance 5 Energy30 Recharge time 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 Power Attack 5 Energy3 Recharge time Melee attack. Deals +10...34...40 damage.

Body Blow Body Blow 5 Energy8 Recharge time Melee attack. Deals +10...34...40 damage and inflicts cracked armor condition (3...13...15 seconds).

Desperation Blow Desperation Blow 5 Energy7 Recharge time 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 Hamstring 5 Energy1 Activation time10 Recharge time Sword attack. Inflicts crippled condition (3...13...15 seconds).

Protector's Strike Protector's Strike 5 Energy½ Activation time8 Recharge time Melee attack. Deals +5...17...20 damage. Inflicts cripple condition (3...13...15 seconds) if you hit a moving foe.

Bull's Strike Bull's Strike 5 Energy10 Recharge time Melee attack. Deals +5...25...30 damage and causes a knock down if target foe is moving.

Flurry Flurry 5 Energy4 Recharge time Sword Attack. Inflicts bleeding condition (5...17...20 seconds) to target foe and foes adjacent to target foe.

Seeking Blade Seeking Blade 5 Energy1 Activation time10 Recharge time Sword attack. Deals +5...17...20 damage and inflicts bleeding condition (3...13...15 seconds). Unblockable.

Wild Blow Wild Blow 5 Energy8 Recharge time Melee attack. Always a critical hit. Removes a stance. Unblockable.

Griffon's Sweep Griffon's Sweep 5 Energy6 Recharge time Melee attack. Deals +10...18...20 damage. Deals 10...42...50 damage and causes a knock down if blocked.

Pure Strike Pure Strike 5 Energy½ Activation time8 Recharge time Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.

Disarm Disarm 5 Energy½ Activation time15 Recharge time 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 Distracting Blow 5 Energy½ Activation time10 Recharge time Melee attack. Also attacks foes adjacent to your target. Interrupts an action. Hits for no damage.

Distracting Strike Distracting Strike 5 Energy½ Activation time15 Recharge time Melee attack. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for +20 seconds. Hits for no damage.

Counterattack Counterattack 5 Energy½ Activation time15 Recharge time Melee attack. Interrupts an action. Interruption effect: deals +5...29...35 damage if you interrupted a skill.

Savage Slash Savage Slash 5 Energy½ Activation time15 Recharge time Sword attack. Interrupts an action. Interruption effect: deals +10...34...40 damage if you interrupted a spell.


Axe Rake Axe Rake 5 Energy10 Recharge time Axe attack. Inflicts crippled condition (3...13...15 seconds). Deals +5...17...20 damage if target foe is moving.

Dismember Dismember 5 Adrenaline Axe attack. Inflicts deep wound condition (5...17...20 seconds). Automatic critical hit.

Cleave Cleave 5 Energy10 Recharge time 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 Cyclone Axe 5 Energy4 Recharge time Axe attack. Deals +5...13...15 damage to all foes adjacent to you.

Furious Axe Furious Axe 5 Energy8 Recharge time Axe attack. Deals +5...17...20 damage and gain 2 strikes of adrenaline.

Wild Blow Wild Blow 5 Energy8 Recharge time Melee attack. Unblockable. Removes a stance. Automatic critical hit.

Whirling Axe Whirling Axe 5 Energy8 Recharge time 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 Cleave 5 Adrenaline 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 Disrupting Chop 6 Adrenaline½ Activation time Axe attack. Deals +5...17...20 damage and interrupts an action.

Executioner's Strike Executioner's Strike 8 Adrenaline Axe attack. Deals +10...34...40 damage.

Cyclone Axe Cyclone Axe 5 Energy4 Recharge time Axe attack. Deals +4...10...12 damage to all foes adjacent to you.

Warrior's Cunning Warrior's Cunning 5 Energy10 Recharge time Skill (20 seconds). Your next 1...3...4 attack[s] are unblockable and critical hit.


  • Prophecies Eviscerate Spike

Eviscerate Eviscerate 8 Adrenaline Elite Axe attack. Deals +10...34...40 damage. Inflicts deep wound condition (5...17...20 seconds).

Penetrating Blow Penetrating Blow 5 Adrenaline Axe attack. Deals +5...17...20 damage. 20% armor penetration.

Executioner's Strike Executioner's Strike 8 Adrenaline Axe attack. Deals +10...34...40 damage.

Cyclone Axe Cyclone Axe 5 Energy4 Recharge time Axe attack. Deals +4...10...12 damage to all foes adjacent to you.

"Fear Me!" "Fear Me!" 4 Adrenaline6 Recharge time 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!" "I Will Avenge You!" 5 Energy15 Recharge time 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 Whirling Axe 5 Energy1 Activation time5 Recharge time 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 Dismember 5 Adrenaline Axe attack. Inflicts deep wound condition (5...17...20 seconds).

Penetrating Chop Penetrating Chop 5 Adrenaline Axe attack. Deals +5...17...20 damage. 20% armor penetration.

Lacerating Chop Lacerating Chop 7 Adrenaline Axe attack. Deals +5...29...35 damage and inflicts bleeding condition (1...12...15 second[s]).

Tiger Stance Tiger Stance 5 Energy10 Recharge time Stance (3...13...15 seconds). You attack 25% faster.

Signet of Strength Signet of Strength 1 Activation time45 Recharge time 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 Triple Chop 5 Energy10 Recharge time 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!" "You Will Die!" 4 Adrenaline6 Recharge time 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 Dismember 5 Adrenaline Axe attack. Inflicts deep wound condition (5...17...20 seconds).

Balanced Stance Balanced Stance 5 Energy10 Recharge time 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 Drunken Blow 5 Energy7 Recharge time 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 Leviathan's Sweep 8 Adrenaline 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 Decapitate 5 Adrenaline Elite Axe attack. Inflicts bleeding condition (5...17...20 seconds) and deep wound condition (5...17...20 seconds). Automatic critical hit.

Executioner's Strike Executioner's Strike 8 Adrenaline Axe attack. Deals +10...34...40 damage.

Agonizing Chop Agonizing Chop 8 Adrenaline Axe attack. Deals +10...42...50 damage. Automatic critical hit. You lose all adrenaline.

Critical Chop Critical Chop 5 Energy1 Activation time8 Recharge time Axe attack. Deals +5...17...20 damage. Automatic critical hit.

Burst of Aggression Burst of Aggression 5 Energy12 Recharge time 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 Cleave 4 Adrenaline Elite Axe attack. Deals +10...26...30 damage. Inflicts deep wound condition (5...17...20 seconds) if you critical hit.

Penetrating Chop Penetrating Chop 5 Adrenaline Axe attack. Deals +5...17...20 damage. Inflicts cracked armor condition (5...17...20 seconds) if you critical hit.

Keen Chop Keen Chop 7 Adrenaline Axe attack. Deals +1...12...15 damage. Deals +10...30...35 more damage if you critical hit.

Decapitate Decapitate 5 Adrenaline Elite Axe attack. Inflicts bleeding condition (5...17...20 seconds) and deep wound condition (5...17...20 seconds). Automatic critical hit.

Agonizing Chop Agonizing Chop 8 Adrenaline Axe attack. Deals +10...42...50 damage. Automatic critical hit. You lose all adrenaline unless you kill a foe.

Critical Chop Critical Chop 5 Energy1 Activation time8 Recharge time Axe attack. Deals +5...17...20 damage. Automatic critical hit.

Swift Chop Swift Chop 5 Energy1 Activation time5 Recharge time Axe attack. Deals +5...17...20 damage. Deals 10...42...50 damage and inflicts deep wound condition (25 seconds) if blocked.

Triple Chop Triple Chop 5 Energy10 Recharge time 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 Lacerating Chop 7 Adrenaline Axe attack. Deals +5...29...35 damage and inflicts bleeding condition (1...12...15 second[s]).


Utility

Whirling Axe Whirling Axe 5 Energy1 Activation time5 Recharge time 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 Furious Axe 5 Energy8 Recharge time Axe attack. Deals +5...17...20 damage and gain 1...2...2 strikes of adrenaline.

Disrupting Chop Disrupting Chop 5 Energy½ Activation time15 Recharge time Axe attack. Interrupts an action. Interruption effect: interrupted skill is disabled for +20 seconds.


  • Swordsmanship

Pressure

Sever Artery Sever Artery 4 Adrenaline1 Activation time Sword attack. Inflicts bleeding condition (8...22...25 seconds).

Crippling Slash Crippling Slash 4 Adrenaline1 Activation time Elite Sword attack. Inflicts bleeding condition (5...17...20 seconds) and cripple condition (5...17...20 seconds).

Barbarous Slice Barbarous Slice 6 Adrenaline Sword attack. Deals +5...17...20 damage and inflicts crippled (5...17...20 seconds) if target foe is bleeding.

Galrath Slash Galrath Slash 4 Adrenaline Sword attack. Inflicts cracked armor condition (5...17...20 seconds). +20% armor penetration.

Steelfang Slash Steelfang Slash 7 Adrenaline Sword attack. Inflicts deep wound condition (5...13...15 seconds). Automatic critical hit if target foe is already suffering from a condition.

Hamstring Hamstring 5 Energy10 Recharge time Sword attack. Inflicts crippled condition (3...13...15 seconds).

Knee Cutter Knee Cutter 5 Energy8 Recharge time 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 Final Thrust 8 Adrenaline Sword attack. Deals +10...34...40 damage. Always a critical hit if target foe's health is below 50%.

Seeking Blade Seeking Blade 5 Energy1 Activation time5 Recharge time Sword Attack. Deals +5...17...20 damage and inflicts bleeding condition (3...13...15 seconds).

Flurry Flurry 5 Energy8 Recharge time Sword attack. Hits foes adjacent to target foe. Inflicts bleeding condition (5...17...20 seconds).

Standing Slash Standing Slash 6 Adrenaline 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 Silverwing Slash 8 Adrenaline 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 Quivering Blade 5 Adrenaline Elite Sword attack. Deals +10...34...40 damage and removes an enchantment. Unblockable.

Dragon Slash Dragon Slash 5 Energy1 Activation time8 Recharge time Elite Sword Attack. Deals +10...34...40 damage. Gain 1...4...5 strikes of adrenaline if it hits.

Pure Strike Pure Strike 5 Energy½ Activation time8 Recharge time Sword attack. Interrupts an attack and inflicts weakness condition (5...17...20 seconds). Interruption effect: deals +1...24...30 damage.

Disarm Disarm 5 Energy½ Activation time15 Recharge time 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 Riposte 1 Adrenaline2 Recharge time 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 Deadly Riposte 5 Energy10 Recharge time 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 Staggering Blow 4 Adrenaline1 Activation time 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 Pulverizing Smash 5 Adrenaline1 Activation time 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 Belly Smash 5 Energy1 Activation time10 Recharge time 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 Forceful Blow 5 Energy10 Recharge time Elite Hammer attack. Unblockable. Deals +10...34...40 damage and causes a knock down if target foe is suffering from weakness condition.

Heavy Blow Heavy Blow 5 Energy15 Recharge time 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 Yeti Smash 8 Adrenaline 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 Counter Blow 4 Adrenaline Hammer attack. Inflicts weakness condition (5...17...20 seconds). Causes a knock down if target foe is attacking.

Overbearing Smash Overbearing Smash 5 Energy½ Activation time15 Recharge time Hammer attack. Interrupts an action. Interruption effect: causes a knock down if you interrupted a spell.


  • Melee attacks

Body Blow Body Blow 5 Energy8 Recharge time Melee attack. Deals +10...34...40 damage and inflicts cracked armor condition (3...13...15 seconds).

Desperation Blow Desperation Blow 5 Energy7 Recharge time 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 Drunken Blow 5 Energy7 Recharge time 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 Griffon's Sweep 5 Adrenaline Melee attack. Deals +10...18...20 damage. Gain 3...7...8 energy if target foe is suffering from a condition.

Leviathan's Sweep Leviathan's Sweep 8 Adrenaline Melee attack. Deals +10...18...20 damage. Deals +5...9...10 more damage (maximum of 30) for each condition target foe is suffering.

Headbutt Headbutt 8 Adrenaline Elite Melee attack. Deals +10...34...40 damage and inflicts dazed condition (2...8...10 seconds).

Skull Crack Skull Crack 5 Adrenaline½ Activation time 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 Counterattack 5 Energy½ Activation time15 Recharge time Melee attack. Interrupts an action. Interruption effect: deals +5...29...35 damage if you interrupted a skill.

Distracting Strike Distracting Strike 5 Energy½ Activation time15 Recharge time Melee attack. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for +20 seconds.

Magehunter Strike Magehunter Strike 5 Energy½ Activation time5 Recharge time 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 Tiger Stance 5 Energy10 Recharge time Stance (3...13...15 seconds). You attack 25% faster.

Flail Flail 4 Adrenaline Stance (3...13...15 seconds). You attack 25% faster.

Battle Rage Battle Rage 4 Adrenaline Elite Stance (3...13...15 seconds). You attack and move 33% faster and gain 33% more adrenaline for your attacks.

Burst of Aggression Burst of Aggression 5 Energy12 Recharge time 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 Primal Rage 5 Energy12 Recharge time 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 Berserker Stance 5 Energy10 Recharge time Stance (3...13...15 seconds). You attack 33% faster and gain +20 armor. No effect unless you have a hammer equiped.

Sprint Sprint 5 Energy15 Recharge time Stance (8...18...20 seconds). You move 25% faster.

Bull's Charge Bull's Charge 5 Energy10 Recharge time 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 Charging Strike 5 Energy10 Recharge time 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 Balanced Stance 5 Energy10 Recharge time 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 Protector's Defense 5 Adrenaline12 Recharge time 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 Wary Stance 4 Adrenaline10 Recharge time Stance (1...3...4 second[s]). Incoming damage is reduced by 75% and you cannot be interrupted.


  • Shouts

"I Meant to Do That!" "I Meant to Do That!" 5 Energy8 Recharge time Shout. You gain 1...4...5 strike[s] of adrenaline and 1...8...10 energy if you are knocked down.

"Fear Me!" "Fear Me!" 4 Adrenaline6 Recharge time 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!" "You Will Die!" 4 Adrenaline6 Recharge time 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!" "You're All Alone!" 5 Energy15 Recharge time 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!" "Retreat!" 5 Energy25 Recharge time Shout (4...9...10 seconds). Allies in earshot move 33% faster and take 33% less damage while moving. Ends early when attacking.

"Shields Up!" "Shields Up!" 4 Adrenaline Shout (4...9...10 seconds). Allies in earshot have +60 armor for the next incoming damage and lose cracked armor condition.

"I Will Survive!" "I Will Survive!" 5 Energy10 Recharge time 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!" "Victory Is Mine!" 5 Energy10 Recharge time 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!" "On Your Knees!" 5 Energy15 Recharge time Shout. Causes a knock down if target foe is moving.

"Coward!" "Coward!" 5 Energy15 Recharge time 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 Warrior's Cunning 5 Energy10 Recharge time Skill (20 seconds). Your next 1...3...4 attack[s] are unblockable and critical hit.

Warrior's Endurance Warrior's Endurance 5 Energy30 Recharge time 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 Rage of the Ntouka 5 Energy60 Recharge time Elite Skill (45 seconds). You gain 0...160...200% more adrenaline for your attacks.

Endure Pain Endure Pain 5 Energy30 Recharge time Skill (20 seconds). Gain +90...258...300 maximum health. End effect: gain 90...258...300 health.

Defy Pain Defy Pain 5 Adrenaline 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 Flourish 5 Energy1 Activation time8 Recharge time Elite Skill. Removes all conditions and hexes from you.

Shove Shove 5 Energy¾ Activation time15 Recharge time 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 Auspicious Parry 1 Adrenaline2 Recharge time 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 Dolyak Signet 15 Recharge time 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 Signet of Strength 1 Activation time45 Recharge time 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 Signet of Stamina 1 Activation time4 Recharge time 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 Barrage 5 Energy1 Activation time1 Recharge time 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 Oath Shot 5 Energy10 Recharge time 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 Oath Shot 5 Energy1 Activation time5 Recharge time Elite Bow Attack. Inflicts bleeding and deep wound condition (5...17...20 seconds).

Oath Shot Oath Shot 7 Adrenaline Elite Bow Attack. Inflicts bleeding and deep wound condition (5...17...20 seconds).

Oath Shot Oath Shot 6 Adrenaline 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 Throw Dirt 5 Energy15 Recharge time 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 Lightning Reflexes 5 Energy¼ Activation time15 Recharge time 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 Escape 5 Energy15 Recharge time Elite Stance (1...7...8 second[s]). You move 33% faster and have 75% chance to block.

Dodge Dodge 5 Energy15 Recharge time Stance (2...5...6 seconds). You move 25% faster and have 50% chance to block.

Zojun's Haste Zojun's Haste 5 Adrenaline12 Recharge time Stance (2...5...6 seconds). You have move 33% faster and have 75% chance to block.

Whirling Defense Whirling Defense 5 Energy15 Recharge time Stance (2...5...6 seconds). You have 75% chance to block. Block effect: gain 1 strike of adrenaline.

Dryder's Defenses Dryder's Defenses 5 Adrenaline12 Recharge time Stance (5 seconds). You have 40...72...80% chance to block and +34...55...60 armor against elemental damage.


Natural Stride Natural Stride 5 Energy12 Recharge time Stance (1...7...8 second[s]). You move 33% faster. You cannot be knocked down if you are not enchanted.

Storm Chaser Storm Chaser 5 Energy15 Recharge time Stance (8...18...20 seconds). You move 25% faster. Damage you take is converted into lightning damage.


Practiced Stance Practiced Stance 5 Energy15 Recharge time 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 Storm's Embrace 5 Energy15 Recharge time 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 Healing Hands 5 Energy1 Activation time3 Recharge time 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 Word of Healing 5 Energy¼ Activation time3 Recharge time 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 Heal Other 10 Energy¼ Activation time3 Recharge time Spell. Heals target other ally for 10...30...35% of it's maximum health (maximum healing of 250). Cannot self-target.

Jamei's Gaze Jamei's Gaze 10 Energy¼ Activation time3 Recharge time Spell. Heals target ally for 50...210...250. Cannot self-target.

Gift of Health Gift of Health 5 Energy¾ Activation time5 Recharge time 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 Light of Deliverance 5 Energy1 Activation time6 Recharge time Elite Spell. Heals your party for 5...15...17% of their maximum health.

Pvp version

5 Energy1 Activation time15 Recharge time Elite Spell. Heals your entire party for 5...15...17% of their maximum health.

Heal Party Heal Party 10 Energy1 Activation time10 Recharge time Spell. Heals your party for 5...15...17% the amount of their maximum health (maximum healing of 100).

Pvp version

10 Energy2 Activation time20 Recharge time Spell. Heals your party for 5...15...17% the amount of their maximum health (maximum healing of 100).

Light of Dwayna Light of Dwayna 10 Energy1 Activation time10 Recharge time Spell. Heals your party for 20...60...70. Heals enchanted and hexed party members for 50% more.

Pvp version

10 Energy2 Activation time20 Recharge time Spell. Heals your party for 20...60...70. Heals enchanted and hexed party members for 50% more.


Shielding Hands Shielding Hands 5 Energy¼ Activation time15 Recharge time Enchantment spell (8 seconds). Reduces incoming damage and life steal by 5...21...25 for target ally.

Shield of Absorption Shield of Absorption 5 Energy¼ Activation time15 Recharge time Enchantment spell (8 seconds). Reduces incoming damage by 5...21...25% for target ally.

Shield of Deflection Shield of Deflection 5 Energy¼ Activation time15 Recharge time 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 Shield of Regeneration 5 Energy¼ Activation time15 Recharge time 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 Shield of Absorption 5 Energy1 Activation time10 Recharge time Enchantment spell (3...6...7 seconds). Reduces incoming damage by 5 each time target ally takes damage.

Shield of Deflection Shield of Deflection 5 Energy¼ Activation time10 Recharge time 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 Shield of Regeneration 5 Energy¼ Activation time10 Recharge time 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 Resurrect 10 Energy4 Activation time10 Recharge time Spell. Resurrect target party member at 25...65...75% health and 25...65...75% energy.

Renew Life Renew Life 10 Energy3 Activation time5 Recharge time Touch Spell. Resurrect target party member at 40...88...100% health and 25...45...50% energy.

Restore Life Restore Life 10 Energy3 Activation time5 Recharge time Touch Spell. Resurrect target party member at 25...45...50% health and 40...88...100% energy.

Resurrection Chant Resurrection Chant 15 Energy6 Activation time20 Recharge time Spell. Resurrect all party members in the area at 25...45...50% health and 25...45...50% energy.

Restore Life Restore Life 10 Energy4 Activation time10 Recharge time 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 Renew Life 10 Energy4 Activation time10 Recharge time 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 Vengeance 10 Energy4 Activation time10 Recharge time 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 Rebirth 10 Energy4 Activation time10 Recharge time 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 Signet of Mystic Wrath 2 Activation time15 Recharge time 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 Signet of Judgment 2 Activation time15 Recharge time 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 Judge's Insight 5 Energy¼ Activation time15 Recharge time 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 Judge's Intervention 5 Energy¼ Activation time15 Recharge time 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 Smiter's Boon 5 Energy¼ Activation time20 Recharge time Enchantment spell (30 seconds). You gain +0...2...2 Smiting Prayers. Divine Favor deals 30% more damage.

Scribe's Insight Scribe's Insight -1 Upkeep5 Energy¼ Activation time20 Recharge time 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 Signet of Devotion 1 Activation time5 Recharge time Signet. Heals target ally for 1...80...100.

Purge Signet Purge Signet 1 Activation time12 Recharge time Signet. Removes a condition and a hex from target ally.


Ray of Judgment Ray of Judgment 10 Energy2 Activation time20 Recharge time 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 Word of Censure 5 Energy1 Activation time5 Recharge time 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 Banish 5 Energy1 Activation time5 Recharge time 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 Spear of Light 5 Energy1 Activation time5 Recharge time Spell. Projectile: Deals 15...43...50 holy damage to target foe and 2 foes near target foe.

Symbol of WrathKirin's Wrath Symbol of Wrath/Kirin's Wrath 5 Energy2 Activation time30 Recharge time Spell. Deals 10...30...35 holy damage every second (5 seconds). Hits foes adjacent to target's initial location.

Signet of Judgment Signet of Judgment 1 Activation time20 Recharge time 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 Bane Signet 1 Activation time20 Recharge time Signet. Deals 26...50...56 holy damage. Causes a knock down if target foe is attacking.

Castigation Signet Castigation Signet 1 Activation time20 Recharge time Signet. Deals 26...50...56 holy damage. Gain 1...8...10 energy if tagret foe is attacking.


Reversal of Damage Reversal of Damage 5 Energy¼ Activation time3 Recharge time Enchantment spell. (8 seconds). Negates the next damage and hits the source for that same amount (maximum 5...61...75).

Smite Condition Smite Condition 5 Energy1 Activation time5 Recharge time Spell. Removes a condition. Removal effect: deals 10...50...60 holy damage to foes in the area of target ally.

Smite Hex Smite Hex 5 Energy1 Activation time12 Recharge time Spell. Removes a hex. Removal effect: deals 10...70...85 holy damage to foes in the area of target ally.

Holy Wrath Holy Wrath 10 EnergyActivation time30 Recharge time 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 Judge's Intervention 5 Energy¼ Activation time12 Recharge time 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 Pensive Guardian 5 Energy¼ Activation time10 Recharge time 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 Shield of Judgment 5 Energy¼ Activation time15 Recharge time 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 Zealot's Fire 5 Energy1 Activation time10 Recharge time 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 Vengeance 10 Energy4 Activation time10 Recharge time Spell. Resurrect target party member at 50% health and 50% energy. Target party member deals 15...43...50% more damage (30 seconds).

Pvp version

10 Energy4 Activation time20 Recharge time Spell. Resurrect target party member at 25% health and 25% energy. Target party member deals 15...43...50% more damage (15 seconds).


Judgment Strike Judgment Strike 5 Energy1 Activation time15 Recharge time 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 Defender's Zeal Tango-upkeep.png 5 Energy1 Activation time5 Recharge time 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 Balthazar's Aura 5 Energy¾ Activation time10 Recharge time 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 Balthazar's Pendulum 10 Energy¾ Activation time15 Recharge time Elite Enchantment spell (3...13...15 seconds). Attacks cause a knock down. Ends after 1...3...3 hits. Cannot self-target.

Balthazar's Spirit Balthazar's Spirit 5 Energy¾ Activation time15 Recharge time Enchantment spell (3...13...15 seconds). Target ally attacks 25% faster. Cannot self-target.

Judge's Insight Judge's Insight 5 Energy¼ Activation time15 Recharge time Enchantment spell (30 seconds). Converts target ally's attacks to holy damage and adds +20% armor penetration.

Strength of Honor Strength of Honor Tango-upkeep.png 10 Energy2 Activation time15 Recharge time Enchantment spell. Target ally deals +5...21...25 more damage with attacks.

Smite Smite 5 Energy¼ Activation time10 Recharge time Enchantment spell (12 seconds). Target ally's next attack deals +15...43...50 holy damage. Causes a knock down to attacking foes.

Holy Strike Holy Strike 5 Energy¼ Activation time8 Recharge time Enchantment spell (12 seconds). Target ally's next attack deals +15...43...50 holy damage. Deals double damage to knocked down foes.

Stonesoul Strike Stonesoul Strike 5 Energy¼ Activation time8 Recharge time 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 Signet of Rage 2 Activation time15 Recharge time Signet. Target ally gains 1...3...4 strike[s] of adrenaline. Cannot self-target.

Signet of Mystic Wrath Signet of Mystic Wrath 4 Recharge time 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 Essence Bond Tango-upkeep.png 10 Energy1 Activation time Enchantment spell. You gain 1 energy whenever target ally takes damage.

Succor Succor Tango-upkeep.png 5 Energy1 Activation time10 Recharge time Enchantment spell. Target ally gains 1 energy whenever that ally takes damage. Cannot self-target.

Mesmer skill changes[edit]

Backfire Backfire 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Deals 25...85...100 damage whenever target foe casts a spell.

Backfire Backfire (PvP) 10 Energy2 Activation time30 Recharge time Hex spell (10 seconds). Deals 15...63...75 damage whenever target foe casts a spell.

Visions of Regret Visions of Regret 10 Energy2 Activation time20 Recharge time 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) Visions of Regret (PvP) 10 Energy2 Activation time30 Recharge time Elite Hex spell (10 seconds). Deals 15...63...75 damage whenever target uses a skill.

Ignorance Ignorance 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Causes 2...8...10 energy loss whenever target foe casts a spell.

Ignorance Ignorance (PvP) 10 Energy2 Activation time30 Recharge time (10 seconds). Causes 1...6...7 energy loss whenever target foe casts a spell.


Energy Burn Energy Burn 5 Energy2 Activation time15 Recharge time Spell. Target foe loses 1...4...5 energy. Deals 15 chaos damage for each point of energy lost.

Energy Surge Energy Surge 5 Energy2 Activation time15 Recharge time 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 Energy Tap 5 EnergyActivation time20 Recharge time Spell. Target foe loses 1...4...5 energy. Gain 3 energy for each point of energy lost.

Energy Drain Energy Drain 5 Energy1 Activation time15 Recharge time Spell. Target foe loses 1...4...5 energy. Heals for 50 and gain 5 energy for each point of energy lost.


Overload Overload 5 Energy¼ Activation time5 Recharge time Hex spell (5 seconds). Causes -1...3...3 health degeneration to target foe. End effect: deals 5...41...50 chaos damage.

Shatter Delusions Shatter Delusions 5 Energy¼ Activation time6 Recharge time Spell. Removes a mesmer hex from target foe. Removal effect: deals 15...63...75 chaos damage to target foe and adjacent foes.

Shatter Storm Shatter Storm 5 Energy1 Activation time15 Recharge time 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 Hex Eater Vortex 5 Energy¼ Activation time10 Recharge time 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 Hex Eater Signet 1 Activation time10 Recharge time Signet. Removes a hex from target ally. Removal effect: you gain 1...8...10 energy.


Psychic Distraction Psychic Distraction 5 Energy¼ Activation time12 Recharge time 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 Power Block 10 Energy¼ Activation time15 Recharge time 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 Power Flux 5 Energy¼ Activation time12 Recharge time 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 Power Leech 5 Energy¼ Activation time15 Recharge time 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 Signet of Disruption ¼ Activation time20 Recharge time Signet. Interrupts a skill. Interruption effect: deals 10...42...50 damage to target foe and adjacent foes.

Signet of Distraction Signet of Distraction ¼ Activation time20 Recharge time Signet. Interrupts a skill. Interruption effect: disables the interrupted skill for 1...12...15 second[s]).

Leech Signet Leech Signet ¼ Activation time30 Recharge time Signet. Interrupts a skill. Interruption effect: You gain 5...17...20 energy.


Enchanter's Conundrum Enchanter's Conundrum 10 Energy1 Activation time15 Recharge time 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 Spiritual Pain 5 Energy1 Activation time12 Recharge time 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) Spiritual Pain (PvP) 5 Energy1 Activation time12 Recharge time 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 Wastrel's Demise 5 Energy¼ Activation time5 Recharge time 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 Wastrel's Worry 5 Energy¼ Activation time3 Recharge time 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 Price of Pride 5 Energy¼ Activation time15 Recharge time 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.

Pvp version

10 Energy¼ Activation time15 Recharge time 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 Confusing Images 10 Energy2 Activation time20 Recharge time 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 Confusing Images 10 Energy2 Activation time20 Recharge time Hex spell (2...8...10 seconds). Also hexes foes adjacent to target foe. Doubles non-attack skill activation time.

Imagined Burden Imagined Burden 15 Energy1 Activation time30 Recharge time Hex spell (8...18...20 seconds). Target foe moves 50% slower and has -1...3...4 health degeneration.

Soothing Images Soothing Images 10 Energy2 Activation time10 Recharge time Hex spell (2...8...10 seconds). Target foe attacks 33% slower. Target foe loses all adrenaline when using an attack skill.

Soothing Images Soothing Images 10 Energy2 Activation time20 Recharge time Hex spell (5...17...20 seconds). Target foe attacks 50% slower and gains 50% less adrenaline with attacks.

Ineptitude Ineptitude 10 Energy1 Activation time15 Recharge time 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 Channeling 5 Energy1 Activation time15 Recharge time 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 Ether Signet 2 Activation time8 Recharge time Signet. You gain 3...13...15 health (maximum of 200) for each point of energy you have.

Ether Signet Ether Signet 2 Activation time8 Recharge time Signet. You lose 3 energy. You gain 20...56...65 health for each point of energy lost.

Energy Drain Energy Drain 5 Energy2 Activation time15 Recharge time 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 Spirit Shackles 10 Energy2 Activation time10 Recharge time Hex spell (20 seconds). Target foe loses 1...4...5 energy whenever it attacks.

Spirit of Failure Spirit of Failure 10 Energy2 Activation time10 Recharge time Hex spell (20 seconds). Target foe has 25% chance to miss. You gain 1...3...3 energy whenever target foe misses.


Arcane Echo Arcane Echo 15 Energy1 Activation time10 Recharge time 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 Arcane Mimicry 15 Energy1 Activation time30 Recharge time 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 ThieveryArcane Larceny Arcane Thievery/Arcane Larceny 5 Energy1 Activation time 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 Echo 10 Energy1 Activation time Elite Enchantment spell (30 seconds). This spell becomes the next skill you use (30 seconds).

Inspired EnchantmentRevealed Enchantment Inspired Enchantment/Revealed Enchantment 5 Energy1 Activation time 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 HexRevealed Hex Inspired Hex/Revealed Hex 5 Energy1 Activation time 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 Simple Thievery 5 Energy1 Activation time 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 Depravity 10 Energy2 Activation time15 Recharge time 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 Discord 10 Energy2 Activation time15 Recharge time 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 Wail of Doom 5 Energy15 Recharge time Elite Shout. Knock down target foe and foes adjacent to target foe (2...4...4 seconds).

Reaper's Mark Reaper's Mark 5 Energy1 Activation time45 Recharge time 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 Ravenous Gaze 8% Sacrifice1 Energy1 Activation time10 Recharge time 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 Ravenous Gaze 8% Sacrifice1 Energy1 Activation time5 Recharge time 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.

Pvp version

8% Sacrifice1 Energy1 Activation time10 Recharge time 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 Vampiric Spirit 5 Energy1 Activation time5 Recharge time Elite Enchantment spell (10 seconds). You gain +5...9...10 health regeneration. Initial effect: steal 30...66...75 health from target foe.

Vampiric Spirit Vampiric Spirit 5 Energy1 Activation time5 Recharge time 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.

Pvp version

5 Energy1 Activation time10 Recharge time 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 Vampiric Gaze 5 Energy1 Activation time5 Recharge time Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.

Pvp version

5 Energy1 Activation time10 Recharge time Spell. Steals 10...42...50 health from target foe. Heals for 25...85...100 if target foe is suffering from a condition.

Unholy Feast Unholy Feast 10 EnergyActivation time10 Recharge time 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 Feast of Corruption 10 EnergyActivation time10 Recharge time 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 Dark Pact 10% Sacrifice1 Energy1 Activation time2 Recharge time 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 Malign Intervention 10 Energy1 Activation time5 Recharge time 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 Demonic Flesh 5 Energy1 Activation time 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 Cultist's Fervor 10 Energy1 Activation time20 Recharge time 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 Offering of Blood 5 Energy1 Activation time20 Recharge time 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 Soul Taker 5 Energy1 Activation time15 Recharge time Elite Enchantment spell (3...25...30 seconds.) Attacks deal +15...19...20 damage and sacrifice 15...19...20 health. PvE Skill

Dark Aura Dark Aura 10 Energy1 Activation time10 Recharge time 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 Taste of Pain 5 Energy1 Activation time10 Recharge time 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 Well of Blood 17% Sacrifice10 Energy1 Activation time8 Recharge time 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 Well of Power 17% Sacrifice10 Energy1 Activation time8 Recharge time 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 Well of Silence 17% Sacrifice15 Energy2 Activation time20 Recharge time 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 Well of Darkness 17% Sacrifice15 Energy2 Activation time30 Recharge time 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 Well of the Profane 17% Sacrifice15 Energy2 Activation time30 Recharge time 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 Well of Weariness 17% Sacrifice10 Energy1 Activation time10 Recharge time 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 Well of Suffering 17% Sacrifice10 Energy1 Activation time10 Recharge time 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 Well of Ruin 17% Sacrifice15 Energy2 Activation time10 Recharge time 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 Blood Bond 10% Sacrifice1 Energy1 Activation time8 Recharge time 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 Blood Drinker 17% Sacrifice1 Energy1 Activation time8 Recharge time 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 Blood of the Aggressor 10% Sacrifice1 Energy1 Activation time8 Recharge time 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 Blood Renewal 17% Sacrifice1 Energy2 Activation time4 Recharge time Enchantment spell (12 seconds). Target ally recharges spells 10...22...25% faster. Cannot self-target.

Blood Ritual Blood Ritual 17% Sacrifice1 Energy2 Activation time4 Recharge time Enchantment spell (12 seconds). Target ally gains +1...3...3 energy regeneration. Cannot self-target.

Blood is Power Blood is Power 17% Sacrifice1 Energy1 Activation time4 Recharge time Elite Enchantment spell (12 seconds). Target ally gains +2...4...5 energy regeneration. Cannot self-target.

Order of Pain Order of Pain 20% Sacrifice10 Energy1 Activation time5 Recharge time 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 Order of the Vampire 20% Sacrifice5 Energy1 Activation time5 Recharge time 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 Order of Apostasy 20% Sacrifice5 Energy1 Activation time5 Recharge time 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 Dark Fury 20% Sacrifice10 Energy1 Activation time5 Recharge time 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 Mark of Fury 5 Energy¾ Activation time10 Recharge time 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 Well of Blood 17% Sacrifice10 Energy1 Activation time8 Recharge time 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 Well of Power 17% Sacrifice10 Energy1 Activation time8 Recharge time 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 Barbed Signet 8% Sacrifice1 Activation time10 Recharge time Signet. Inflicts bleeding condition (3...13...15 seconds) to target foe and foes adjacent to target foe.

Signet of Suffering Signet of Suffering 8% Sacrifice4 Recharge time 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 Vampiric Gaze 5 Energy1 Activation time10 Recharge time 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 Vampiric Swarm 10 Energy2 Activation time15 Recharge time 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 Vampiric Spirit 5 Energy1 Activation time10 Recharge time 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 Jaundiced Gaze 10 Energy1 Activation time10 Recharge time 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 Gaze of Contempt 10 Energy1 Activation time10 Recharge time 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 Angorodon's Gaze 5 Energy1 Activation time10 Recharge time 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 Strip Enchantment 10 Energy1 Activation time20 Recharge time 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 Barbed Signet 8% Sacrifice1 Activation time10 Recharge time Signet. Inflicts bleeding condition (3...13...15 seconds) to target foe and foes adjacent to target foe.

Signet of Suffering Signet of Suffering 8% Sacrifice4 Recharge time 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 Ravenous Gaze 8% Sacrifice1 Energy1 Activation time10 Recharge time 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 Dark Pact 10% Sacrifice1 EnergyActivation time10 Recharge time 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 Shadow Strike 10% Sacrifice1 EnergyActivation time10 Recharge time 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 Lifebane Strike 10% Sacrifice1 EnergyActivation time10 Recharge time 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 Oppressive Gaze 10 Energy1 Activation time10 Recharge time 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 Unholy Feast 10 EnergyActivation time10 Recharge time 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 Feast of Corruption 10 EnergyActivation time10 Recharge time 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 Tainted Flesh 5 Energy¼ Activation time20 Recharge time 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 TouchVampiric Bite Vampiric Touch/Vampiric Bite 15 Energy¾ Activation time3 Recharge time Touch skill. Steals 30...66...75 health from target foe.

Touch of Agony Touch of Agony 10% Sacrifice1 Energy¾ Activation time3 Recharge time Touch skill. Deals 20...52...60 shadow damage to target foe and foes adjacent to target foe.

Wallow's Bite Wallow's Bite 10% Sacrifice1 Energy¾ Activation time3 Recharge time Touch skill. Deals 20...52...60 shadow damage and inflicts cripple condition (1...4...5 second[s]) to target foe.

Enfeebling Touch Enfeebling Touch 5 Energy¾ Activation time5 Recharge time 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 Vile Touch 10% Sacrifice1 Energy¾ Activation time3 Recharge time 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 Plague Touch 5 Energy¾ Activation time Touch skill. Transfer 2 conditions from yourself to target foe.


Life Siphon Life Siphon 10 Energy1 Activation time20 Recharge time 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 Life Transfer 5 Energy1 Activation time20 Recharge time 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 Signet of Agony ¾ Activation time15 Recharge time Signet (10 seconds). Reduces the health sacrifice of your next 1...3...4 spell[s] by 50%.

Signet of Sorrow Signet of Sorrow 2 Activation time30 Recharge time 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 Atrophy 10 Energy1 Activation time15 Recharge time Hex spell (10 seconds). Reduces target foe's attributes by 0...2...2.

Malaise Malaise 10 EnergyActivation time20 Recharge time Hex spell (3...13...15 seconds). Reduces target foe's maximum energy by 30%.

Desecrate Enchantments Desecrate Enchantments 10 EnergyActivation time15 Recharge time 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 Price of Failure 10 Energy2 Activation time8 Recharge time Hex spell (3...13...16 seconds). Target foe activates skills 50% slower and has -0...2...3 health degeneration.

Faintheartedness Faintheartedness 10 Energy1 Activation time8 Recharge time Hex spell (3...13...16 seconds). Target foe attacks 50% slower and has -0...2...3 health degeneration.

Weaken Knees Weaken Knees 5 Energy1 Activation time8 Recharge time Elite Hex spell (3...13...16 seconds). Target foe moves 50% slower and has -1...3...4 health degeneration.

Rigor Mortis Rigor Mortis 10 Energy1 Activation time20 Recharge time Hex spell (8...18...20 seconds). Target foe cannot block.

Soul Bind Soul Bind 10 Energy1 Activation time5 Recharge time Elite Hex spell (30 seconds). Reduces healing target foe receives by 10...34...40%.

Defile Flesh Defile Flesh 5 Energy1 Activation time5 Recharge time 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 Defile Enchantments 5 Energy1 Activation time5 Recharge time 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 Meekness 17% Sacrifice15 Energy2 Activation time15 Recharge time Hex spell (5...25...30 seconds). Target foe and foes near target foe deal 33% less damage.

Shadow of Fear Shadow of Fear 10 Energy2 Activation time15 Recharge time Hex spell (5...25...30 seconds). Target foe and foes near target foe attack 50% slower.

Lingering Curse Lingering Curse 15 Energy1 Activation time10 Recharge time 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 Vocal Minority 10 Energy1 Activation time20 Recharge time Hex spell (5...17...20 seconds). Target foe and foes near target foe cannot use shouts or chants.

Well of Silence Well of Silence 17% Sacrifice15 Energy2 Activation time20 Recharge time 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 Well of Darkness 17% Sacrifice15 Energy2 Activation time30 Recharge time 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 Well of the Profane 17% Sacrifice15 Energy2 Activation time30 Recharge time 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 Well of Weariness 17% Sacrifice10 Energy1 Activation time10 Recharge time 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 Enfeebling Blood 10% Sacrifice1 Energy1 Activation time8 Recharge time Spell. Inflicts weakness condition (5...17...20 seconds) to target foe and foes near target foe.

Weaken Armor Weaken Armor 5 Energy1 Activation time5 Recharge time 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 Spoil Victor 10 Energy1 Activation time10 Recharge time 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 Spiteful Spirit 15 Energy2 Activation time10 Recharge time 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 Soul Leech 10 EnergyActivation time15 Recharge time Elite Hex spell (10 seconds). Steals 15...67...80 health whenever target foe casts a spell.

Insidious Parasite Insidious Parasite 15 Energy1 Activation time12 Recharge time Hex spell (5...13...15 seconds). Steals 15...31...35 health whenever target foe attacks.

Cacophony Cacophony 10 Energy1 Activation time15 Recharge time 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 Ulcerous Lungs 17% Sacrifice5 Energy1 Activation time20 Recharge time 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 Mark of Subversion 17% Sacrifice5 Energy1 Activation time20 Recharge time 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 Wither 17% Sacrifice5 Energy1 Activation time15 Recharge time 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 Chilblains 17% Sacrifice5 Energy1 Activation time15 Recharge time 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 Depravity 17% Sacrifice5 Energy1 Activation time15 Recharge time 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 Shivers of Dread 17% Sacrifice15 Energy2 Activation time25 Recharge time Hex spell (3...13...15 seconds). Target foe's spells are easily interrupted.

Spinal Shivers Spinal Shivers 17% Sacrifice1 Energy¼ Activation time15 Recharge time 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 Enfeeble 10% Sacrifice1 Energy¼ Activation time12 Recharge time Spell. Interrupts an action and inflicts weakness condition (10...26...30 seconds) to target foe.


  • Pressure Damage

Soul Barbs Soul Barbs 10 Energy1 Activation time5 Recharge time Hex spell (30 seconds). Deals 15...27...30 damage whenever an enchantment or hex is cast or ends on target foe.

Barbs Barbs 10 Energy1 Activation time5 Recharge time Hex spell (30 seconds). Target foe takes 1...12...15 damage whenever it takes physical damage.

Mark of Pain Mark of Pain 10 Energy1 Activation time20 Recharge time Hex spell (30 seconds). Deals 10...34...40 damage to adjacent foes whenever target foe takes physical damage.

Parasitic Bond Parasitic Bond 10 Energy1 Activation time15 Recharge time 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 Suffering 10 Energy1 Activation time15 Recharge time 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 Strip Enchantment 10 Energy1 Activation time20 Recharge time Spell. Removes 0...2...2 enchantment[s] from target foe. Removal effect: steal 5...53...65 health.

Rip Enchantment Rip Enchantment 5 Energy1 Activation time15 Recharge time Spell. Removes an enchantment from target foe. Removal effect: inflicts bleeding condition (5...21...25 seconds).

Envenom Enchantments Envenom Enchantments 10 Energy2 Activation time20 Recharge time Spell. Removes one enchantment from target foe and foes adjacent to target foe. Removal effect: inflicts poison condition (5...17...20 seconds).

Corrupt Enchantment Corrupt Enchantment 5 Energy1 Activation time10 Recharge time 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 Rend Enchantments 5 Energy2 Activation time20 Recharge time 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 Pain of Disenchantment 5 Energy1 Activation time15 Recharge time 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 Rotting Flesh 10 EnergyActivation time5 Recharge time Spell. Inflicts disease condition (10...22...25 seconds) to target foe.

Icy Veins Icy Veins 10 Energy1 Activation time5 Recharge time 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 Virulence 5 Energy1 Activation time10 Recharge time Elite Spell. Inflicts bleeding-, disease-, poison- and weakness condition (3...13...15 seconds) to target foe and foes adjacent to target foe.

Fetid Ground Fetid Ground 15 Energy2 Activation time20 Recharge time 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 Bitter Chill 5 Energy1 Activation time5 Recharge time 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 Toxic Chill 5 Energy1 Activation time5 Recharge time 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 Deathly Swarm 10 EnergyActivation time6 Recharge time 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 Deathly Chill 10 Energy1 Activation time5 Recharge time 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 Discord 5 EnergyActivation time4 Recharge time 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 Poisoned Heart 5 Energy1 Activation time8 Recharge time Spell. Deals 15...43...50 cold damage and inflicts poison condition (5...17...20 seconds) to target foe.

Demonic Flesh Demonic Flesh 5 Energy1 Activation time 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 Rip Enchantment 5 Energy1 Activation time15 Recharge time Spell. Removes an enchantment from target foe. Removal effect: inflicts bleeding condition (5...21...25 seconds).

Vile Miasma Vile Miasma 5 Energy1 Activation time10 Recharge time 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 Contagion 5 Energy1 Activation time10 Recharge time 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 Rising Bile 5 Energy¼ Activation time5 Recharge time 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 Putrid Bile 10 Energy1 Activation time12 Recharge time 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 Well of Suffering 17% Sacrifice10 Energy1 Activation time10 Recharge time 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 Well of Ruin 17% Sacrifice15 Energy2 Activation time10 Recharge time 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 Fragility 5 Energy1 Activation time5 Recharge time 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 Hypochondria 5 Energy1 Activation time7 Recharge time Spell. Transfer all conditions from foes in the area to target foe.

Epidemic Epidemic 5 Energy¼ Activation time5 Recharge time Spell. Conditions on target foe spread to adjacent foes.

Extend Conditions Extend Conditions 5 Energy¼ Activation time5 Recharge time 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 Fevered Dreams 10 Energy2 Activation time10 Recharge time 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 Necrotic Traversal 5 Energy¾ Activation time 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 Putrid Flesh 10 Energy1 Activation time5 Recharge time 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 Consume Corpse 5 Energy1 Activation time5 Recharge time 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 Animate Bone Fiend 15 Energy3 Activation time10 Recharge time Spell. Creates a level 1...16...20 Bone Fiend that has a ranged attack. Exploits a fresh corpse.

Animate Bone Minions Animate Bone Minions 15 Energy3 Activation time5 Recharge time 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 Animate Bone Horror 10 Energy3 Activation time5 Recharge time 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 Animate Vampiric Horror 15 Energy3 Activation time10 Recharge time 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 Animate Flesh Golem 15 Energy3 Activation time10 Recharge time 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 Animate Shambling Horror 15 Energy3 Activation time10 Recharge time 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 Jagged Bones 5 Energy1 Activation time15 Recharge time 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 Aura of the Lich 15 Energy2 Activation time45 Recharge time 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 Malign Intervention 10 Energy1 Activation time5 Recharge time 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 Order of Undeath 20% Sacrifice5 Energy1 Activation time5 Recharge time 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 Verata's Aura 17% Sacrifice10 Energy1 Activation time30 Recharge time 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 Verata's Gaze 5 Energy1 Activation time5 Recharge time 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 Verata's Sacrifice 10 Energy1 Activation time30 Recharge time 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 Blood of the Master 5% Sacrifice5 Energy1 Activation time5 Recharge time Spell. Heals your minions for 30...126...150 health. Sacrifice +1% health per minion healed.

Putrid Explosion Putrid Explosion 10 Energy¼ Activation time 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 Taste of Death 5 Energy¼ Activation time5 Recharge time Spell. Destroys one of your minions. You gain 100...340...400 health and 1...16...20 energy.

Feast for the Dead Feast for the Dead 5 Energy¼ Activation time10 Recharge time 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 Dark Bond 10 Energy1 Activation time20 Recharge time Enchantment spell (20...52...60 seconds). Transfers 75% of incoming damage from you to your closest minion.

Infuse Condition Infuse Condition 10 Energy1 Activation time20 Recharge time Enchantment spell (20...52...60 seconds). Whenever you receive a condition, it transfers from you to your closest minion.

Death Nova Death Nova 5 Energy1 Activation time 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 Animate Bone Fiend 15 Energy3 Activation time20 Recharge time 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 Animate Bone Minions 15 Energy3 Activation time15 Recharge time 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 Animate Bone Horror 10 Energy3 Activation time10 Recharge time 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 Animate Vampiric Horror 15 Energy3 Activation time20 Recharge time 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 Animate Flesh Golem 15 Energy3 Activation time20 Recharge time 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 Animate Shambling Horror 15 Energy3 Activation time20 Recharge time 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 Jagged Bones 10 Energy3 Activation time15 Recharge time 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 Aura of the Lich 10 Energy2 Activation time20 Recharge time 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 Malign Intervention 10 Energy1 Activation time45 Recharge time 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 Order of Undeath 5 Energy1 Activation time15 Recharge time 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 Verata's Aura 10 Energy1 Activation time30 Recharge time 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 Verata's Gaze 5 Energy1 Activation time10 Recharge time 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 Verata's Sacrifice 5% Sacrifice1 Energy¼ Activation time10 Recharge time 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 Wail of Doom 10% Sacrifice1 Energy¼ Activation time15 Recharge time Elite Hex spell (1...3...4 second[s]). Target foe's attributes are 0.

Reaper's Mark Reaper's Mark 5 Energy1 Activation time15 Recharge time 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 Signet of Lost Souls ¼ Activation time8 Recharge time Signet. You gain 10...82...100 health and 1...8...10 energy if target foe is below 50% health.

Soul Feast Soul Feast 5 EnergyActivation time8 Recharge time Spell. You are healed for 50...170...200. You lose 0...2...2 condition[s] if you are near a corpse.

Hexer's Vigor Hexer's Vigor 5 Energy1 Activation time20 Recharge time 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 Awaken the Blood 10 Energy1 Activation time20 Recharge time Enchantment spell (30 seconds). Gain +0...2...2 Blood Magic and Curses. Sacrifice 10...6...5% health whenever you cast a spell.

Masochism Masochism 10 Energy1 Activation time20 Recharge time 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 Offering of Blood 20% Sacrifice1 Energy¼ Activation time15 Recharge time Elite Spell. You gain 8...18...20 energy. You do not sacrifice health if you are within earshot of a corpse.

Cultist's Fervor Cultist's Fervor 5 Energy1 Activation time10 Recharge time 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 Taste of Pain 5 Energy1 Activation time10 Recharge time 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 Foul Feast 5 Energy¼ Activation time4 Recharge time 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 Plague Sending 10% Sacrifice1 Energy1 Activation time5 Recharge time Spell. Transfer 1...3...3 condition[s] and [its/their] remaining duration[s] from yourself to target foe and all adjacent foes.

Plague Signet Plague Signet 1 Activation time4 Recharge time 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 Reckless Haste 5 Energy8 Recharge time Stance (3...13...15 seconds). You move 33% faster. You have -20 Armor while moving.


Grenth's Balance Grenth's Balance 5 Energy1 Activation time10 Recharge time 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 Soul Taker 5 Energy1 Activation time15 Recharge time 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 Dark Aura 10 Energy1 Activation time10 Recharge time 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 Withering Aura 10 Energy¾ Activation time15 Recharge time 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 Energy Boon 5 Energy1 Activation time20 Recharge time 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 Ether Prism 5 Energy15 Recharge time 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 Ether Prodigy 10 Energy1 Activation time30 Recharge time Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your elemental spells recharge 10...22...25% faster.

Ether Prodigy Ether Prodigy 10 Energy1 Activation time30 Recharge time Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your spells cast 15...43...50% faster.

Ether Prodigy Ether Prodigy 5 Overcast5 Energy1 Activation time5 Recharge time 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 Ether Renewal 10 Energy1 Activation time30 Recharge time 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 Glyph of Essence 5 Energy1 Activation time15 Recharge time Glyph (30 seconds). Your next 1...3...3 spell[s] have no aftercast delay.

Glyph of Essence Glyph of Essence 5 Energy1 Activation time5 Recharge time 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 Elemental Lord 5 Energy¼ Activation time20 Recharge time 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 Over the Limit -1 Upkeep5 Energy1 Activation time20 Recharge time 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 Lightning Surge 10 Energy1 Activation time10 Recharge time 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 Mind Shock 5 Overcast5 Energy1 Activation time8 Recharge time 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 Invoke Lightning 5 Overcast10 Energy1 Activation time6 Recharge time 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 Lightning Hammer 5 Overcast15 Energy2 Activation time10 Recharge time 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 Lightning Strike 5 Energy1 Activation time5 Recharge time 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 Lightning Orb 15 Energy2 Activation time5 Recharge time 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 Shock Arrow 5 Energy1 Activation time8 Recharge time 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 Chain Lightning 5 Overcast10 Energy2 Activation time6 Recharge time Spell. Deals 10...70...85 lightning damage to target foe. Also hits two foes near your target. 25% armor penetration.

Arc Lightning Arc Lightning 5 EnergyActivation time8 Recharge time 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 Shell Shock 5 Energy1 Activation time8 Recharge time 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 Lightning Bolt 5 Energy1 Activation time8 Recharge time 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 Lightning Javelin 5 Energy1 Activation time5 Recharge time 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 Enervating Charge 10 Energy1 Activation time8 Recharge time 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 Blinding Flash 10 Energy¾ Activation time6 Recharge time Spell. Deals 5...41...50 lightning damage and inflicts blind condition (3...7...8 seconds) to target foe. 25% armor penetration.

Thunderclap Thunderclap 5 Energy1 Activation time8 Recharge time 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 Blinding Surge 10 Energy¾ Activation time6 Recharge time 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 Glimmering Mark 10 Energy1 Activation time15 Recharge time 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 Ride the Lightning 5 Overcast10 Energy1 Activation time5 Recharge time 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 Lightning Touch 5 Energy¾ Activation time10 Recharge time 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 Shock 5 Energy¼ Activation time15 Recharge time 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 Whirlwind 5 Energy¾ Activation time8 Recharge time 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 Gust 5 Energy¾ Activation time8 Recharge time 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 Windborne Speed 10 Energy¾ Activation time5 Recharge time 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 Obsidian Flame 5 Overcast5 EnergyActivation time5 Recharge time Spell. Deals 22...78...92 damage and inflicts weakness condition (5...17...20 seconds) to target foe. You are overcast.

Ebon Hawk Ebon Hawk 10 Energy1 Activation time5 Recharge time Spell. Projectile. Deals 10...70...85 earth damage and inflicts weakness condition (5...13...15 seconds) to target foe.

Stoning Stoning 15 Energy1 Activation time5 Recharge time Spell. Projectile. Deals 45...93...105 earth damage to target foe. Causes a knock down if target foe is suffering from weakness condition.

Glowstone Glowstone 5 Energy1 Activation time8 Recharge time 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 Earthquake 10 Overcast25 Energy2 Activation time15 Recharge time Spell. Deals 26...85...100 earth damage. Also hits foes near your target. Causes a knock down. You are overcast.

Magnetic Surge Magnetic Surge 10 EnergyActivation time15 Recharge time 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 Magnetic Aura 10 Energy¼ Activation time12 Recharge time 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 Armor of Earth 10 Energy1 Activation time15 Recharge time Enchantment spell (20 seconds). You gain +24...53...60 armor. You move 50...21...14% slower unless you are overcast.

Stone Sheath Stone Sheath 10 Energy1 Activation time15 Recharge time 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 Grasping Earth 10 Energy¾ Activation time12 Recharge time Hex spell (5...17...20 seconds). Nearby foes move 50% slower. Initial effect: deals 15...55...65 earth damage to nearby foes.

Shockwave Shockwave 10 Energy¾ Activation time15 Recharge time 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 Dragon's Stomp 10 Overcast25 Energy¾ Activation time15 Recharge time Spell. Deals 26...85...100 earth damage and causes a knock down to nearby foes. You are overcast.

Aftershock Aftershock 10 Energy¾ Activation time10 Recharge time Spell. Deals 15...71...85 earth damage to nearby foes. Deals 15...55...65 more earth damage to knocked down foes.

Crystal Wave Crystal Wave 15 Energy¾ Activation time10 Recharge time 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 Stone Daggers 5 Energy1 Activation time 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 Ward of Weakness 5 Overcast15 Energy1 Activation time10 Recharge time 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 Ward Against Elements 15 Energy1 Activation time20 Recharge time 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 Ward Against Melee 15 Energy1 Activation time30 Recharge time 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 Ward Against Foes 15 Energy1 Activation time30 Recharge time Ward spell (8...18...20 seconds). Foes inside this ward at the location of target ally move 50% slower.

Ward of Stability Ward of Stability 10 Energy1 Activation time30 Recharge time 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 Kinetic Armor 15 Energy2 Activation time30 Recharge time 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 Churning Earth 15 Energy2 Activation time30 Recharge time 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 Eruption 25 Energy2 Activation time30 Recharge time 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 Unsteady Ground 10 Energy2 Activation time15 Recharge time 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 Sandstorm 15 Energy2 Activation time25 Recharge time 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 Earthen Shackles 10 Energy1 Activation time15 Recharge time 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 Mind Burn 5 Overcast5 Energy1 Activation time5 Recharge time 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 Fireball 10 EnergyActivation time7 Recharge time Spell. Projectile. Deals 7...91...112 fire damage to target foe and foes adjacent to target foe.

Liquid Flame Liquid Flame 10 Energy1 Activation time15 Recharge time Spell. Deals 7...91...112 fire damage to target foe and nearby foes.

Rodgort's Invocation Rodgort's Invocation 25 Energy2 Activation time8 Recharge time 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 Incendiary Bonds 5 Overcast10 Energy1 Activation time7 Recharge time 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 Phoenix 10 EnergyActivation time7 Recharge time 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 Meteor 10 Overcast5 Energy2 Activation time30 Recharge time 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 Meteor Shower 10 Overcast25 Energy3 Activation time30 Recharge time 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 Fire Storm 10 Energy2 Activation time20 Recharge time 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 Lava Font 10 Energy2 Activation time15 Recharge time 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 Savannah Heat 5 Energy2 Activation time25 Recharge time 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 Searing Heat 15 Energy2 Activation time25 Recharge time 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 Flame Burst 15 Energy¼ Activation time20 Recharge time 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 Flame Djinn's Haste 10 Energy¾ Activation time20 Recharge time 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 Star Burst 5 Energy¾ Activation time7 Recharge time 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 Inferno 10 Energy¾ Activation time7 Recharge time Touch Spell. Deals 15...99...120 fire damage to target foe and foes near target foe.

Breath of Fire Breath of Fire 5 Overcast10 Energy¾ Activation time7 Recharge time 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 Smoldering Embers 5 Overcast15 Energy1 Activation time7 Recharge time 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 Mark of Rodgort 15 Energy1 Activation time15 Recharge time 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 Flare 5 Energy1 Activation time Spell. Projectile. Deals 20...56...65 fire damage. Hits adjacent if you are overcast.

Lava Arrows Lava Arrows 5 Energy1 Activation time2 Recharge time Spell. Projectile. Also hits 2 foes near target foe. Inflicts burning condition (1...4...5 second[s]).

Immolate Immolate 10 Energy1 Activation time5 Recharge time Spell. Deals 20...64...75 fire damage and inflicts burning condition (1...3...3 second[s]) to target foe.

Double Dragon Double Dragon 10 Energy1 Activation time20 Recharge time 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 Glyph of Immolation 5 Energy1 Activation time10 Recharge time 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 Searing Flames 15 Energy1 Activation time2 Recharge time 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 Glowing Gaze 5 Energy1 Activation time8 Recharge time 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 Mark of Rodgort 15 Energy1 Activation time15 Recharge time 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 Smoldering Embers 5 Overcast15 Energy1 Activation time7 Recharge time 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 Glyph of Immolation 5 Energy1 Activation time10 Recharge time 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 Mind Freeze 5 Overcast5 Energy1 Activation time5 Recharge time 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 Ice Prison 10 EnergyActivation time30 Recharge time Hex spell (8...18...20 seconds). Target foe moves 66% slower and suffers -1...4...5 health degeneration.

Icy Shackles Icy Shackles 10 EnergyActivation time30 Recharge time 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 Deep Freeze 15 EnergyActivation time15 Recharge time 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 Blurred Vision 10 Energy1 Activation time12 Recharge time (4...9...10 seconds). Target foe and foes adjacent to target foe have 50% chance to miss attacks.

Ice Spikes Ice Spikes 5 Overcast15 EnergyActivation time10 Recharge time 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 Rust 10 Energy1 Activation time8 Recharge time 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 Mirror of Ice 10 Energy¾ Activation time15 Recharge time 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 Winter's Embrace 5 Energy¼ Activation time10 Recharge time 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 Maelstrom 10 Overcast25 Energy2 Activation time30 Recharge time 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 Shard Storm 10 Energy2 Activation time20 Recharge time 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 Water Trident 5 Energy1 Activation time3 Recharge time 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 Slippery Ground 10 Energy1 Activation time15 Recharge time 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 Freezing Gust 5 Energy1 Activation time10 Recharge time 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 Mist Form 5 Energy1 Activation time20 Recharge time 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 Ice Spear 5 Energy1 Activation time Enchantment spell. Projectile. Inflicts 10...50...60 cold damage. Gain +1...3...4 health regeneration (5 seconds) if you are overcast.

Swirling Aura Swirling Aura 10 Overcast10 EnergyActivation time25 Recharge time 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 Armor of Frost 10 Energy¼ Activation time15 Recharge time 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 Frigid Armor 10 Energy1 Activation time20 Recharge time 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 Frozen Burst 5 Energy¼ Activation time15 Recharge time 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 Ward Against Harm 5 Overcast15 Energy1 Activation time10 Recharge time 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 Vapor Blade 5 Overcast10 EnergyActivation time7 Recharge time 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 Icy Prism 10 Energy1 Activation time3 Recharge time Spell. Deals 10...62...75 cold damage. Hits adjacent if target foe is hexed with Water Magic.

Shatterstone Shatterstone 10 Energy2 Activation time8 Recharge time 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 Glowing Ice 5 Energy1 Activation time8 Recharge time 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 Master of Magic 5 Energy1 Activation time10 Recharge time 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 Teinai's Wind 5 Energy¼ Activation time12 Recharge time 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 Teinai's Prison 10 EnergyActivation time10 Recharge time 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 Teinai's Crystals 5 Energy1 Activation time8 Recharge time 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 Teinai's Heat 10 Energy1 Activation time10 Recharge time 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 Elemental Flame 10 Energy1 Activation time10 Recharge time 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 Steam 5 Energy1 Activation time8 Recharge time Spell. Deals 20...52...60 cold damage. Inflicts blind condition (5...9...10 seconds) if target foe is suffering from burning condition.

Ash Blast Ash Blast 5 EnergyActivation time15 Recharge time 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 Iron Mist 10 Energy1 Activation time20 Recharge time 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 Chilling Winds 5 Energy1 Activation time8 Recharge time 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 Energy Boon 5 Energy1 Activation time20 Recharge time 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 Ether Prodigy 10 Energy1 Activation time30 Recharge time Elite Enchantment spell (20 seconds). You gain +1...3...4 energy regeneration. Your spells cast 15...43...50% faster.

Ether Renewal Ether Renewal 10 Energy1 Activation time30 Recharge time 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 Glyph of Essence 5 Energy1 Activation time5 Recharge time Glyph (30 seconds). Your next 2 spells remove a condition.

Energy Blast Energy Blast 5 Energy¾ Activation time8 Recharge time 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 Storm Djinn's Haste 5 Energy¼ Activation time10 Recharge time Enchantment spell (10...22...25 seconds). You move 25% faster. You lose 1 energy each second while moving unless you are overcast.

Burning Speed Burning Speed 10 Energy¼ Activation time 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 Armor of Earth 10 Energy¾ Activation time15 Recharge time 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 Critical Strike 5 Energy6 Recharge time Dual attack. Deals +10...34...40 damage. Automatic critical hit. Gain 1...3...3 energy. Must follow an off-hand attack.

Malicious Strike Malicious Strike 5 Adrenaline1 Activation time Melee attack. Deals +10...26...30 damage. Automatic critical hit and counts as an off-hand attack.

Wild Strike Wild Strike 5 Energy8 Recharge time 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 Horns of the Ox 8 Adrenaline Dagger attack. Double strike. Deals +1...9...11 damage and causes a knock down. You lose all adrenaline.

Golden Phoenix Strike Golden Phoenix Strike 5 Energy8 Recharge time 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 Golden Skull Strike 5 Energy15 Recharge time Elite Dagger attack. Deals +10...26...30 damage. Causes a knock down (2...3...3 seconds) if you are enchanted.

Sharpen Daggers Sharpen Daggers 5 Energy¼ Activation time20 Recharge time Enchantment spell (30 seconds). Your dagger attacks inflict bleeding condition (5...13...15 seconds) and have +5...13...15% armor penetration.

Fox's Promise Fox's Promise 5 Energy1 Activation time30 Recharge time 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 Assassin's Promise 5 Energy1 Activation time45 Recharge time 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 Enduring Toxin 5 Energy¼ Activation time5 Recharge time 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 Dark Apostasy 5 Energy¼ Activation time5 Recharge time 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 Expunge Enchantments 5 Energy¾ Activation time20 Recharge time Touch skill. Removes 2 enchantments from target foe. Removal effect: gain 1 strike of adrenaline for each enchantment removed.

Lift Enchantment Lift Enchantment 5 Energy20 Recharge time Trick (10 seconds). Your next dual attack removes an enchantment from target foe for each hit.

Mark of Death Mark of Death 5 Energy¼ Activation time20 Recharge time 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 Mark of Insecurity 4 Adrenaline¼ Activation time4 Recharge time 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 Mark of Instability 10 Energy¼ Activation time20 Recharge time 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 Shroud of Distress 10 Energy1 Activation time45 Recharge time 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 Shadow of Haste 4 Adrenaline Stance (4...9...10 seconds). You move 25% faster and are healed for 4...9...10 each second while moving.

Siphon Speed Siphon Speed 5 Energy1 Activation time15 Recharge time Hex spell (3...13...15 seconds). Target foe moves 33% slower and you move 33% faster.

Siphon Strength Siphon Strength 10 Energy1 Activation time10 Recharge time 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 Black Mantis Thrust 5 Energy1 Activation time4 Recharge time Lead attack. Deals +8...18...20 damage. Inflicts crippled condition (3...13...15 seconds) if target foe is hexed.

Black Lotus Strike Black Lotus Strike 5 Energy1 Activation time4 Recharge time 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 Black Spider Strike 5 Energy4 Recharge time 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 Seeping Wound 10 Energy¼ Activation time10 Recharge time 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 Black Mantis Thrust 5 Energy1 Activation time4 Recharge time Lead attack. Deals +8...18...20 damage. Inflicts crippled condition (3...13...15 seconds) if target foe is hexed.

Jungle Strike Jungle Strike 5 Energy½ Activation time10 Recharge time 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 Trampling Ox 5 Energy8 Recharge time 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 Falling Lotus Strike 5 Energy12 Recharge time Off-hand attack. Deals +15...31...35 damage. Gain 1...10...12 energy. No effect unless target foe is knocked down.

Twisting Fangs Twisting Fangs 10 Energy15 Recharge time 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 Palm Strike 5 Energy¾ Activation time7 Recharge time 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 Trampling Ox 5 Energy8 Recharge time Dual attack. Deals +5...17...20 damage. Causes a knock down if target foe is crippled. Must follow an off-hand attack.

Falling Spider Falling Spider 5 Energy8 Recharge time 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 Iron Palm 5 Energy¾ Activation time15 Recharge time 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 Falling Lotus Strike 5 Energy12 Recharge time Off-hand attack. Deals +15...31...35 damage. Gain 1...10...12 energy. No effect unless target foe is knocked down.

Twisting Fangs Twisting Fangs 10 Energy15 Recharge time 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 Mantis Touch 5 Energy¾ Activation time7 Recharge time 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 Jungle Strike 5 Energy½ Activation time10 Recharge time 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 Trampling Ox 5 Energy8 Recharge time 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 Falling Lotus Strike 5 Energy12 Recharge time Off-hand attack. Deals +15...31...35 damage. Gain 1...10...12 energy. No effect unless target foe is knocked down.

Twisting Fangs Twisting Fangs 10 Energy15 Recharge time 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 Golden Fox Strike 5 Energy1 Activation time4 Recharge time Lead attack. Deals +10...26...30 damage. Unblockable if you are enchanted.

Golden Lotus Strike Golden Lotus Strike 5 Energy1 Activation time4 Recharge time 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 Golden Fang Strike 10 Energy4 Recharge time 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 Golden Fox Strike 5 Energy1 Activation time4 Recharge time Lead attack. Deals +10...26...30 damage. Unblockable if you are enchanted.

Fox Fangs Fox Fangs 5 Energy½ Activation time3 Recharge time Off-hand attack. Deals +10...30...35 damage. Unblockable. Must follow a lead attack.

Nine Tail Strike Nine Tail Strike 5 Energy4 Recharge time Dual attack. Deals +10...34...40 damage. Unblockable. Must follow an off-hand attack.

  • Death Blossom chain

Jagged Strike Jagged Strike 5 Energy½ Activation time1 Recharge time Lead attack. Inflicts bleeding condition.

Fox Fangs Fox Fangs 5 Energy½ Activation time3 Recharge time Off-hand attack. Deals +10...30...35 damage. Unblockable. Must follow a lead attack.

Death Blossom Death Blossom 5 Energy2 Recharge time 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 Adrenaline1 Activation time Chant (10 seconds). Allies in earshot lose a condition with their next spell.

  • Chorus of Light

6 Adrenaline1 Activation time 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 Adrenaline1 Activation time 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 Energy2 Activation time20 Recharge time 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 Energy2 Activation time20 Recharge time 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 Energy1 Activation time10 Recharge time Elite Chant (10 seconds). Target ally steals 10...42...50 health for the next 1...3...3 attack skill[s].

  • Echoes

Aggressive Refrain Aggressive Refrain 15 Energy1 Activation time20 Recharge time 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 Hasty Refrain 15 Energy1 Activation time20 Recharge time 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 Burning Refrain 5 Energy1 Activation time20 Recharge time 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 Bladeturn Refrain 10 Energy1 Activation time20 Recharge time 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 Mending Refrain 5 Adrenaline1 Activation time5 Recharge time 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 Blazing Finale 5 Adrenaline1 Activation time5 Recharge time 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 Energizing Finale 5 Energy1 Activation time15 Recharge time Echo (20 seconds). The next time you use a shout or chant party members in earshot gain 1...4...5 energy.

Finale of Restoration Finale of Restoration 5 Energy1 Activation time15 Recharge time Echo (20 seconds). The next time you use a shout or chant party members in earshot they gain 15...63...75 health.

Purifying Finale Purifying Finale 5 Adrenaline1 Activation time15 Recharge time Echo (20 seconds). The next time you use a shout or chant party members in earshot lose 1...3...3 condition[s].

Heroic Refrain Heroic Refrain 5 Energy1 Activation time10 Recharge time 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!" "The Power Is Yours!" 4 Adrenaline 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.

Pvp version

4 Adrenaline4 Recharge time 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 Anthem of Fury 5 Energy1 Activation time15 Recharge time 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 Crippling Anthem 5 Adrenaline1 Activation time 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 Merciless Spear 8 Adrenaline 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 Wearying Spear 6 Adrenaline 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!" "Incoming!" 4 Adrenaline 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!" "Help Me!" 4 Adrenaline6 Recharge time 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!" "Lead the Way!" 10 Energy15 Recharge time Shout (5...17...20 seconds). You move 25% faster. Initial effect: party members in earshot gain 1 strike of adrenaline.

"They're on Fire!" "They're on Fire!" 4 Adrenaline6 Recharge time 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 Aggressive Refrain 15 Energy1 Activation time20 Recharge time 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 Hasty Refrain 15 Energy1 Activation time25 Recharge time Echo (20 seconds). The next time you use a shout or chant allies in earshot move 25% faster (2...8...10 seconds).

Angelic Bond Angelic Bond 5 Energy20 Recharge time Elite Skill (20 seconds). You gain +1...3...4 to the attributes of the weapons you have equipped.

Angelic Protection Angelic Protection 5 Energy20 Recharge time Skill (20 seconds). You gain +1...12...15 armor and maximum energy if your off-hand weapon meets its required attribute investment.

Natural Temper Natural Temper 5 Energy15 Recharge time Stance (5...13...15 seconds). You attack 25% faster. You attack 33% faster instead if you are not enchanted.

Godspeed Godspeed 4 Adrenaline 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 Soldier's Fury 4 Adrenaline 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 Awe 5 Energy15 Recharge time 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 Burning Shield 5 Energy15 Recharge time 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 Leader's Comfort 5 EnergyActivation time8 Recharge time Skill. You gain 40...104...120 health. You gain 10...26...30 health (maximum of 100) for each ally in earshot.

Leader's Zeal Leader's Zeal 5 AdrenalineActivation time8 Recharge time 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 Glowing Signet ¼ Activation time15 Recharge time Signet. You gain 10...82...100 health and 1...8...10 energy if target foe is suffering from a condition.

Focused Anger Focused Anger 5 Energy60 Recharge time Elite Skill (45 seconds). You gain 0...120...150% more adrenaline.

Inspirational Speech Inspirational Speech 5 Energy1 Activation time10 Recharge time 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 Enduring Harmony 5 Energy10 Recharge time Skill (10 seconds). Your next shout or chant lasts 10...122...150% longer.

Signet of Return Signet of Return 5 Activation time5 Recharge time 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!" "There's Nothing to Fear!" 15 Energy20 Recharge time 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 Heroic Refrain 5 Energy1 Activation time10 Recharge time 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!" "Brace Yourself!" 4 Adrenaline Shout (10 seconds). Allies in earshot have +30...86...100% chance to block the next incoming attack.

"Go for the Eyes!" "Go for the Eyes!" 4 Adrenaline Shout (10 seconds). Allies in earshot have +30...86...100% chance to land a critical hit with their next attack.

"Fall Back!" "Fall Back!" 10 Energy20 Recharge time 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!" "Find Their Weakness!" 10 Energy15 Recharge time 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!" "Can't Touch This!" 5 Energy10 Recharge time 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!" "Make Haste!" 5 Energy10 Recharge time Shout (5...17...20 seconds). Target ally moves 25% faster. Cannot self-target.

"Stand Your Ground!" "Stand Your Ground!" 10 Energy20 Recharge time Shout (5...17...20 seconds). Allies in earshot gain +24 armor when not moving.

"We Shall Return!" "We Shall Return!" 25 Energy30 Recharge time Shout. All party members in earshot are resurrected (25...45...50% health and 5...17...20% energy).

Anthem of Disruption Anthem of Disruption 6 Adrenaline1 Activation time 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 Anthem of Envy 5 Energy1 Activation time5 Recharge time 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 Anthem of Flame 5 Energy1 Activation time5 Recharge time 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 Anthem of Weariness 5 Energy1 Activation time5 Recharge time 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 Zealous Anthem 4 Adrenaline1 Activation time Chant (10 seconds). Target ally gains 1...3...3 energy for the next 1...3...3 attack skill[s].

Anthem of Fury Anthem of Fury 5 Energy1 Activation time15 Recharge time 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 Anthem of Guidance 4 Adrenaline1 Activation time 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 Crippling Anthem 5 Adrenaline1 Activation time 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 Defensive Anthem 5 Energy1 Activation time15 Recharge time 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 Blazing Finale 5 Adrenaline1 Activation time5 Recharge time 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 Burning Refrain 5 Energy1 Activation time20 Recharge time 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 Bladeturn Refrain 10 Energy2 Activation time30 Recharge time 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." "It's Just a Flesh Wound." 5 Energy2 Recharge time 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!" "Make Your Time!" 4 Adrenaline 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!" "The Power Is Yours!" 4 Adrenaline 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!" "Never Surrender!" 5 Energy12 Recharge time Shout (15 seconds). Allies in earshot are healed for 5...17...20 whenever they attack.

"Never Give Up!" "Never Give Up!" 5 Energy12 Recharge time 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 Ballad of Restoration 6 Adrenaline1 Activation time5 Recharge time Chant (10 seconds). The next time allies in earshot take damage they gain 15...43...50 health.

Aria of Restoration Aria of Restoration 5 Energy1 Activation time10 Recharge time Chant (10 seconds). Allies in earshot gain 15...43...50 health with their next spell or chant.

Aria of Zeal Aria of Zeal 10 Energy2 Activation time15 Recharge time Chant (10 seconds). Allies in earshot gain 1...4...5 energy with their next spell or chant.

Chorus of Restoration Chorus of Restoration 6 Adrenaline1 Activation time Chant (20 seconds). Target ally gains 15...43...50 health with their next 1...3...3 spell[s] or chant[s].

Energizing Chorus Energizing Chorus 6 Adrenaline2 Activation time Chant (20 seconds). The next 1...3...3 spell[s] or chant[s] target ally uses recharge 25% faster.

Lyric of Purification Lyric of Purification 5 Energy1 Activation time8 Recharge time Chant (10 seconds). The next 1...2...2 skill[s] target ally uses removes a condition.

Lyric of Zeal Lyric of Zeal 5 Adrenaline2 Activation time 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 Song of Power 10 Energy2 Activation time5 Recharge time Chant (10 seconds). The next skill allies in earshot use has +1...2...2 attribute point[s].

Song of Purification Song of Purification 5 Adrenaline2 Activation time Elite Chant (10 seconds). The next skill allies in earshot use removes 1...2...2 condition[s] and hex[es].

Song of Restoration Song of Restoration 5 Adrenaline2 Activation time Elite Chant (10 seconds). The next skill allies in earshot use gives 40...68...75 health.

Energizing Finale Energizing Finale 5 Energy1 Activation time15 Recharge time 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 Finale of Restoration 5 Energy1 Activation time15 Recharge time Echo (20 seconds). The next time you use a shout or chant allies in earshot gain 15...63...75 health.

Mending Refrain Mending Refrain 5 Adrenaline1 Activation time5 Recharge time 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 Purifying Finale 5 Adrenaline1 Activation time5 Recharge time Echo (20 seconds). The next time you use a shout or chant allies in earshot lose 0...1...1 condition[s].

Signet of Synergy Signet of Synergy 1 Activation time10 Recharge time Signet. You and target ally gain 40...88...100 health. Cannot self-target.


  • Spear Mastery

Barbed Spear Barbed Spear 2 Adrenaline1 Activation time Spear attack. Inflicts bleeding condition (8...22...25 seconds).

Blazing Spear Blazing Spear 6 Adrenaline Spear attack. Deals +5...21...25 damage and inflicts burning condition (1...3...3 second[s]).

Chest Thumper Chest Thumper 5 Energy5 Recharge time Spear attack. Inflicts cracked armor condition (3...13...15 seconds). Automatic critical hit.

Cruel Spear Cruel Spear 6 Adrenaline1 Activation time Elite Spear attack. Deals +1...25...31 damage. Inflicts deep wound condition (5...17...20 seconds).

Disrupting Throw Disrupting Throw 5 Energy½ Activation time10 Recharge time Spear attack. Interrupts an action. Interruption effect: if you interrupt a skill that skill is disables for +1...12...15 seconds.

Harrier's Toss Harrier's Toss 10 Energy½ Activation time10 Recharge time Spear attack. Deals +5...17...20 damage. Deals +5...25...30 more damage if target foe is moving.

Holy Spear Holy Spear 8 Adrenaline 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 Maiming Spear 5 Energy1 Activation time10 Recharge time Spear attack. Inflicts crippled condition (3...13...15 seconds). Deals +5...17...20 damage if target is moving.

Merciless Spear Merciless Spear 6 Adrenaline Spear attack. Inflicts deep wound condition (5...17...20 seconds).

Mighty Throw Mighty Throw 7 Adrenaline Spear attack. Deals +10...34...40 damage.

Slayer's Spear Slayer's Spear 5 Energy5 Recharge time Spear attack. Hits 2 more foes near your target.

Spear of Lightning Spear of Lightning 5 Energy6 Recharge time Spear attack. Deals +8...18...20 lightning damage. 25% armor penetration.

Spear of Redemption Spear of Redemption 10 Adrenaline 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 Spear Swipe 8 Adrenaline Spear attack. Deals +5...17...20 damage. Inflicts daze condition (4...9...10 seconds) if target foe is knocked down.

Stunning Strike Stunning Strike 5 Energy½ Activation time15 Recharge time 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 Swift Javelin 4 Adrenaline1 Activation time Spear attack. Deals +5...17...20 damage. Moves twice as fast.

Unblockable Throw Unblockable Throw 5 Energy6 Recharge time Spear attack. Unblockable. Deals +8...18...20 damage.

Vicious Attack Vicious Attack 5 Energy8 Recharge time Spear attack. Deals +5...17...20 damage. Inflicts deep wound condition (5...13...15 seconds) with a critical hit.

Wearying Spear Wearying Spear 3 Adrenaline Spear attack. Deals +5...17...20 damage and inflicts weakness condition (3...13...15 seconds).

Wild Throw Wild Throw 7 Adrenaline 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 Spear of Fury 5 Energy1 Activation time8 Recharge time 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 Cautery Signet 2 Activation time15 Recharge time Elite Signet. All party members lose all conditions.

Remedy Signet Remedy Signet 1 Activation time4 Recharge time Signet. Removes dazed, deep wound, bleeding and one aditional condition from yourself.

Signet of Aggression Signet of Aggression 1 Activation time5 Recharge time Signet. You gain 2 adrenaline if you are under the effects of a shout or chant.

Hexbreaker Aria Hexbreaker Aria 8 Adrenaline2 Activation time Chant (10 seconds). Allies in earshot lose one hex with their next spell or chant.

Song of Concentration Song of Concentration 8 Adrenaline2 Activation time5 Recharge time Chant (10 seconds). Allies in earshot are uninterruptable with their next skill.

Dervish skill changes[edit]

  • Remove: Dwayna's Touch. Add: Dwayna's Aura

REMOVE (Wind Prayers skill).jpg Dwayna's Aura 10 Energy6 Recharge time 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 Dwayna's Touch 5 Energy1 Activation time8 Recharge time Touch Spell. Heals target ally for 50...146...170. Removes 1...2...2 condition[s] if you are enchanted.

Mystic Healing Mystic Healing 5 Energy1 Activation time4 Recharge time Spell. Heals you for 5...53...65. Heals you for 30...86...100 more if you are enchanted.

Natural Healing Natural Healing 5 Energy1 Activation time8 Recharge time Spell. Heals you for 50...146...170. Removes 1...2...2 condition[s] if you are not enchanted.

Imbue Health Imbue Health 4 Adrenaline1 Activation time1 Recharge time Spell. Gain 40...88...100 health and lose 1 Dervish enchantment. Removal effect: gain 40...88...100 more health.

Faithful Intervention Faithful Intervention 5 Energy2 Activation time20 Recharge time Enchantment spell. End effect: heals you for 50...170...200. Ends early the next time damage drops your health below 25%.

Watchful Intervention Watchful Intervention 5 Energy2 Activation time15 Recharge time 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 Rending Aura 10 Energy20 Recharge time 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 Rending Touch 5 Energy¾ Activation time12 Recharge time Touch Spell. You and target foe lose 1 enchantment. Removal effect: gain 1 strike of adrenaline for each enchantment removed.

Arcane Zeal Arcane Zeal 5 Energy¼ Activation time15 Recharge time 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 Ebon Dust Aura 10 Energy20 Recharge time 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 Grenth's Grasp 10 Energy15 Recharge time 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 Grenth's Grasp 10 Energy20 Recharge time 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 Harrier's Grasp 10 Energy15 Recharge time 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 Signet of Pious Restraint 45 Recharge time 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 Signet of Pious Restraint 45 Recharge time 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 Banishing Strike 5 Energy1 Activation time3 Recharge time 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) Banishing Strike (PvP) 5 Energy3 Recharge time 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 Aura Slicer 4 Adrenaline 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 Mystic Sweep 5 Energy1 Activation time6 Recharge time 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 Wearying Strike 6 Adrenaline 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) Mystic Healing (PvP) 5 Energy1 Activation time4 Recharge time Spell. Heals you for 5...53...65. Heals for 5...53...65 more if you are enchanted.

Winds of Disenchantment Winds of Disenchantment 10 Energy20 Recharge time 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 Winds of Disenchantment 10 Energy¼ Activation time15 Recharge time 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 Mindbender 5 Energy10 Recharge time Skill (10 seconds). Your next spell activates 40...50% faster.

Smooth Criminal Smooth Criminal 5 Energy20 Recharge time Skill (10 seconds). Your next spell costs 10...15 less energy and gives 10...15 energy.

Technobabble Technobabble 10 Energy1 Activation time15 Recharge time Hex spell (10 seconds). Target foe activates skills 50...100% slower.

Summon Ice Imp Summon Ice Imp 50% Sacrifice25 Energy5 Activation time60 Recharge time 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 Summon Mursaat 50% Sacrifice25 Energy5 Activation time60 Recharge time 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 Summon Naga Shaman 50% Sacrifice25 Energy5 Activation time60 Recharge time 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 Summon Ruby Djinn 50% Sacrifice25 Energy5 Activation time60 Recharge time 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 Brawling Headbutt 10 Adrenaline Melee attack. Deals +10...20 damage. Causes a knock down if target foe is suffering from a condition.

Ear Bite Ear Bite 5 Energy6 Recharge time Melee attack. Deals +10...20 damage. Inflicts bleeding condition (10...15 seconds).

Low Blow Low Blow 7 Adrenaline Melee attack. Deals +15...25 damage and inflicts cracked armor condition (10...15 seconds).

Alkar's Alchemical Acid Alkar's Alchemical Acid 10 Energy2 Activation time10 Recharge time Spell Projectile. Deals 50...80 damage to target foe and foes nearby target. Inflicts poison condition (10...15 seconds).

Breath of the Great Dwarf Breath of the Great Dwarf 5 Energy1 Activation time6 Recharge time Spell. You are healed for 110...160 and lose a condition.

Drunken Master Drunken Master 5 Energy15 Recharge time Stance (8 seconds). You move and attack 15...25 % faster. While drunk you have 20...50 % chance to block.

Dwarven Stability Dwarven Stability 5 Energy30 Recharge time Flash enchantment spell (30 seconds). Your stances last 55...100% longer and you cannot be knocked down while moving.

Great Dwarf Armor Great Dwarf Armor 5 Energy1 Activation time20 Recharge time Enchantment spell (30 seconds). You gain +24 armor and +2...4 health regeneration.

Great Dwarf Weapon Great Dwarf Weapon 5 Energy¼ Activation time10 Recharge time 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 Deft Strike 5 Energy1 Activation time10 Recharge time Ranged attack. Deals +10...20 damage. Inflicts cracked armor condition (10...15 seconds) if target foe is suffering from a condition.

Sneak Attack Sneak Attack 5 Energy1 Activation time6 Recharge time Melee attack. Deals +10...20 damage. Always a critical hit. Counts as a lead attack.

Signet of Infection Signet of Infection 10 Recharge time Signet (20 seconds). Conditions you inflict last 25...50% longer.

Ebon Battle Standard of Courage Ebon Battle Standard of Courage 10 Energy2 Activation time20 Recharge time Ward spell (20 seconds). Allies in this ward have +15...25 armor. Does not affect spirits.

Ebon Battle Standard of Honor Ebon Battle Standard of Honor 10 Energy2 Activation time20 Recharge time Ward spell (20 seconds). Allies in this ward have +15...25% armor penetration. Does not affect spirits.

Ebon Battle Standard of Wisdom Ebon Battle Standard of Wisdom 10 Energy2 Activation time20 Recharge time Ward spell (20 seconds). Allies in this ward recharge their spells 15...25% faster. Does not affect spirits.

Winds Winds 10 Energy1 Activation time30 Recharge time Ebon vanguard ritual (30...45 seconds). All allied projectiles move 100% faster. Does not affect spirits.

  • Norn skills

"Dodge This!" "Dodge This!" 5 Adrenaline8 Recharge time Shout (10...15 seconds). Your attacks have +10...20% armor penetration.

"I Am the Strongest!" "I Am the Strongest!" 5 Energy10 Recharge time Shout (10...15 seconds). You gain 50...100% more adrenaline from non-skill attacks.

"You Are All Weaklings!" "You Are All Weaklings!" 6 Adrenaline10 Recharge time Shout (10...15 seconds). You take 10...20% less damage from foes suffering from a condition.

"You Move Like a Dwarf!" "You Move Like a Dwarf!" 10 Energy15 Recharge time Shout. Knock down target foe and inflict crippled condition (10...15 seconds).

A Touch of Guile A Touch of Guile 5 Energy¼ Activation time15 Recharge time 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 Club of a Thousand Bears 8 Adrenaline1 Activation time Melee attack. Deals +15...25 damage to target foe. Deals 15...25 damage to foes adjacent to target.

Feel No Pain Feel No Pain 5 Energy20 Recharge time Skill (20 seconds). You gain +200...300 maximum health and take 5...10 less damage.

Raven Blessing Raven Blessing 5 Energy2 Activation time20 Recharge time 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 Ursan Blessing 5 Energy2 Activation time20 Recharge time 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 Volfen Blessing 5 Energy2 Activation time20 Recharge time 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

Unique Weapons[edit]

Warrior

  • 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%)

Ranger

  • 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)

Monk Necromancer Mesmer Elementalist Ritualist

  • 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)

Assassin

  • Daggers: Req 9 Dagger Mastery. (Cold damage, energy gain +1 / -1 energy degeneration, armor +5)

Paragon

  • 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%)

Dervish

  • Scythe: Req 9 Scythe Mastery. (Double adrenaline gain 10%, damage +15% / -1 health degeneration, +5 armor)