User:Nikdanbro

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READ[edit]

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Description SKILLS WITH E/A/R/ TEMPLATES ARE COMPLETE[edit]

Soul Partisan devote to either Dwayna or Grenth being most powerful in one, but unable to channel both paths. They have quite high potential in natural defense and gain a certain pleasure in being the one to land the decisive blow. While only trained in Spear Combat, a lengthy mid-ranged melee weapon, they can also confine souls of the slain and enchant the confines to invoke added ability to aid the Soul Partisan in the frey.

Soul Partisan Inspiration: The heroic Soul Partisan' embrace advanced spear teaching along with the devotion to either Grenth or Dwayna. Newer generations have also mixed in the more focused teachings of Lyssa for the illusive protection.

The Soul Partisan Flaw: The Soul Partisan practices have only ever been taken to a certain peak, when one attempts to exceed that peak they must pay the price. Also, due to the intense devotion, they have no natural energy regeneration and must find other means, both through zeal and skill knowledge.

Playable races: Sylvanni, Human, Norn.[edit]

Minimum/Maximum Armor: 10...65, Head, Chest Energy +5, Arms (5...15% chance to gain +1 energy on attack hit), Legs +5 energy, Feet +5 energy.[edit]

The initial armor set embraces no energy bonus.

Unique Insignias

Trivial Fang Insignia (5..15% chance to gain +1 energy on attack hit, non-stacking).

Soul Fang Insignia (+5 while constructing a Soul Cage).

Senile Fang Insignia (+10 armor whenever casting a non-Mew Finesse Spell).

Parkour Insignia (+15 Armor whenever activating a "Vault" type skill).

Note: Trivial Fang's Effect is a seperate modifier from the arms.

Weapons[edit]

Spears

Maximum damage range: 10 - 26

Attack rate: 2.8 seconds.

Modifiers: Spear Tip (name prefix) and Spear Detail (suffix).

Pierce/Brandish: Per Rank in Spear Mastery you have a 3% chance to hit a foe either directly adjacent or directly behind target foe.

[Primary Att: Drake Soul][edit]

With Each Rank in Drake Soul you gain +1 Base Armor, Each time you deliver a finishing blow you gain 1 energy for every 2 ranks. Your Spear Attack speed is increased by 0.2 seconds for each rank (Maximum 8 Ranks).

[Spear Mastery][edit]

Spear Mastery increases the damage you do with spears and your chance to inflict a critical hit when using a spear. There is a 3% chance per rank of Spear Mastery that attacks from your Spears will Pierce/Brandish. Many skills, especially spear attack skills, become more effective with higher Spear Mastery.

Which is better? That's not really properly answerable... but I can break it down for you. Both can be struck with/deal higher amounts of damage than eachother and respectively share a balanced amount of risk/skill vs. reward (Making the attribute beautiful). Dark Spear Attacks have some more simpler offensive options (The easy AoE is here, tempting PvErs...) but shouldn't be shunned in PvP due to the enticing effects it can bring (like being able to remove Enchantments, destroy Soul Cages and also inflict some condition types). Holy Spear Attacks Hybrid between longevity and self-benefit. equally as effective in PvE and PvP but unable to inflict conditions without outside help.


Note: One is unable to take both a Holy and Dark Spear attack on a bar.

[Intimidation][edit]

No inherent effect. Many Extraxi skills, especially strategies that involve warfare with the soul, become more effective with higher Intimidation.

[Mew Finesse][edit]

Without Mew Finesse, you have a 10% chance to trigger a Soul Cage's effect while attacking. For every two ranks of Mew Finesse, you gain an added 2% chance. Many Extraxi skills, especially those that confine souls, benefit fellow ally, and benefit combat, become more effective with higher Mew Finesse.


'''Soul Cages''': You can have 3 Soul cages active of anytime (+1 Soul Cage at 13+ Mew Finesse) and an added 1 Elite Soulcage that won't conflict with the others. If you attempt to summon more than specified, you will kill off the last.


Notes:

- Soul Cages will activate abilities by chance as you attack.

- Soul Cage effects will not have a chance of triggering on the second hit of a double-strike.

- Soul Cages have limitless duration (Unless otherwise stated) and are for the most part, invincible until Dispelled or Overwritten.

Updates random till Complete[edit]

41. Also, by main streaming the theme of the profession... I'm also going to spend time renaming the Dragon Skills and the Primary Attribute, suggestions are welcome.

40. HI! I've been lurking, sorry... I'm trying to main stream the theme of profession, and also giving it the final zest I feel it needed, Spear Attacks are now Holy/Dark (Dwayna Vs Grenth :p?) ... you'll be able to take one kind along, but not another.

39. Vessal Sedation will allow rabbid PvPers to not so much start a spike, but disable a possible threat and either run or focus on another nearby.

38. OH! Also added in a skill inspired from my favorite RPG of allllll time, enjoy.

37. Fixed some mistakes xD... also added two Intimidation skills, one to halt most self-energy gain and another to do the same for healing... how are you liking the new skills?

36. Mew Finesse is now complete. I've also made a backup of GS Mastery... and am saving for another profession creation, the attribute had too much going on... I've transferred potentially overpowered skills from the Drake Soul line to even out the ease of use and also plan on adding more now that it's a solid lone attribute.

35. I plan on revising all Spear Attacks, for now I have changed a couple and also fixed one that functioned with the last concept of Soul Cage I had in mind, it now simply removes Soul Cages instead of damaging them, lol.

34. Added in PvE Only skills (Luxon/Kurzick and Sunspear).. Both yield 2 distinct uses. One allows for rapid triggering of Soul Cages, the latter overwhelming potential with secondary Spear Attack effects (Trine Finisher and Bitter Finisher are obvious examples).

33. Almost done with Greatsword Mastery, Mysti Dervish can definetly ease into playing this with enchantments that give back health on attack, it's just common sense =]!

32. Added a beautiful skill into Drake Soul to aid the Spear Mastery Extraxi who wish to synergize Soul Cages with Spear Attacks.

31. Notice how I'm going about this health loss ordeal? it's going to be downright hard to synergize energy management, Soul Cages and GS Mastery if you're constantly losing your SC E-Management.

30. Not a comment? ... well uhh, anyways, I'm pretty sure Greatsword Mastery is interestingly interesting enough.

29. Greatsword Mastery is indeed an interesting attribute, it feels alot more like casting rather than a melee type.

28. Ditched Pre-em for Greatsword Mastery, still figuring things out.

Drake Soul Skills (Complete)[edit]

Vault - 5 Energy4 Activation time15 Recharge time - 6 acti - Ranged Attack - You Vault to target foe's location and deal +4...14...16 damage for each Soul Cage you have (maximum 64 bonus damage) if it hits.

Vault (PvP) - 5 Energy4 Activation time15 Recharge time - 6 acti - Ranged Attack - You Vault to target foe's location and deal +4...14...16 damage for each Soul Cage you have (maximum 64 bonus damage) if it hits. This skill has half the range.

Grand Vault - 5 Energy6 Activation time25 Recharge time - Ranged Attack - You Vault to target foe's location and deal +6...20...24 damage for each Soul Cage you have (maximum 40...85...96 bonus damage) if it hits. Foes Adjacent take 3...14...17% of this damage.

Igneous Orb - 10 Energy¾ Activation time15 Recharge time - Elite Touch Spell - Deals 10...48...58 fire damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. Lose 25% Health.

Igneous Orb (PvP) - 10 Energy1 Activation time15 Recharge time - Elite Touch Spell - Deals 10...40...48 fire damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. Lose 25% Health.

Bitter Orb - 10 Energy¾ Activation time15 Recharge time - Elite Touch Spell - Deals 10...48...58 cold damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. Lose 25% Health.

Bitter Orb (PvP) - 10 Energy1 Activation time15 Recharge time - Elite Touch Spell - Deals 10...40...48 cold damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. Lose 25% Health.

Breath Skill Notes: There's alot of problems to come from the aftermath of this skill, and there's no real halting from getting away from such a skill in PvP, it's fine.

Determined Vigor - 10 Energy¾ Activation time45 Recharge time - Enchantment Spell - You have +30...86...100 Health for 10 seconds. Renewal Effect: When you use a Spear Attack skill.

Determined Vigor (PvP) - 10 Energy¾ Activation time45 Recharge time - Enchantment Spell - You have +30...66...75 Health for 10 seconds. Renewal Effect: When you use a Spear Attack skill.

Lyssa's Vault - 5 Energy1 Activation time5 Recharge time - Skill - For 4 seconds you activate "Vualt" which shares the same icon and description as "Vault". Nothing Happens after "Vualt" activates.

Soul Arbiter - 10 Energy1 Activation time30 Recharge time - Elite Enchantment (45 Seconds) - You gain 1...8...10 energy whenever you erect a Soul Cage. This Enchantment Ends if your health drops below 50%

Soul Arbiter (PvP) - 10 Energy1 Activation time30 Recharge time - Elite Enchantment (45 Seconds) - You gain 1...8...10 energy whenever you erect a Soul Cage. This Enchantment Ends if your health drops below 70%

Soul Arbiter Note: It's ease of energy management for a Soul Cage artiste~ The potential of a Soul Cage requires such a high expiration gate on the PvP version of the skill.

Majesty Vault - 10 Energy6 Activation time30 Recharge time - Elite Ranged Attack - You Vault to target foe's location and deal +8...38...45 damage for each Soul Cage you have (maximum 80 bonus damage) if it hits. Foes Adjacent take 6...20...24% of this damage and suffer knock down.

Majesty Vault Note: Certain synergies would make this skill dirty painful to deal with in both areas in GW, In PvP not so much the damage, but the Knockdown Ability could cause a problem if used en-masse (or not..).

Soul Scholar - 10 Energy1 Activation time45 Recharge time - Enchantment Spell - For 5...50...61 Seconds you gain +3 Mew Finesse (Maximum 12 Mew Finesse).

Excited Assail - 5 Energy- Activation time10 Recharge time - Melee Attack - Deals +6...13...15 damage. Gain 1...8...10 energy if you hit a foe under a hex.

Excited Finisher - 5 Energy¼ Activation time10 Recharge time - Melee Attack - Deals +5...15...17 damage. If this results in the Finishing Blow you gain double the amount of energy you would normally trigger with Drake Soul.

Soul Sniper - 5 Energy20 Recharge time - Skill - The next vault skill you use cannot be interrupted and activates 40% faster. 25% chance failure if Drake Soul is 10 or less.

Note: Example, if using Soul Scholar and you already have say.. 10 Mew Finesse, It will cap at 12 even if runes are applied, the idea is to add on points for those who wish to be more combat orientated with the Soul Cages.

Spear Mastery Skills (Incomplete)[edit]

Zealot's Assail - 5 Energy- Activation time7 Recharge time - Holy Spear Attack - Strike target foe +5...10...11 damage. Deals double the bonus damage if you control a Soul Cage.

Legion's Assail - 5 Energy- Activation time5 Recharge time - Dark Spear Attack - If this attack hits, you deal +8...10...10 damage. This damages 2 additional adjacent foe if you control a Soul Cage.

Purging Pike - 5 Energy- Activation time8 Recharge time - Holy Spear Attack - Strike target foe for +14...28...32 holy damage and remove 1 hex from target foe. You lose a Soul Cage or this skill fails.

Haunted Pike - 5 Energy- Activation time8 Recharge time - Dark Spear Attack - Strike target foe for +14...24...26 dark damage. You lose a Soul Cage or this skill fails.

Redeemer's Finisher - 5 Energy- Activation time6 Recharge time - Holy Spear Attack - Strike target foe for +7...14...16 damage. If you land the finishing blow nearby party members are healed 15...40...46 health.

Bitter Finisher - 5 Energy- Activation time6 Recharge time - Dark Spear Attack - Strike target foe for +7...14...16 damage. If you land the finishing blow all nearby foes take 12...36...42 dark damage.

Trine Finisher - 5 Energy- Activation time10 Recharge time - Elite Spear Attack - Strike Target Foe 3 times. These attacks deal 70% less damage. All nearby foes take 20...76...90 chaos damage if you land the finishing blow.

Trine Finisher Note: I may have to buff this due to it being an underwhelming elite, expect a buff in near future.

Sacrificer's Pike - 10 Energy¼ Activation time8 Recharge time - Holy Spear Attack - If target foe is activating a skill that foe takes 9...42...50 holy Damage. If this results in a finishing blow you lose 70% of your current health.

Malevolent Pike - 10 Energy¼ Activation time8 Recharge time - Dark Spear Attack - If target foe is activating a skill that foe takes 9...50...60 dark Damage. If this results in a finishing blow you lose all remaining energy.

Crusader's Assail - 5 Energy- Activation time8 Recharge time - Holy Spear Attack - Deals +1...7...8 damage. Gain health based on 30...62...70% of damage dealt. No effect unless you control a Soul Cage.

Stalker's Assail - 5 Energy- Activation time15 Recharge time - Dark Spear Attack - Deals +1...7...8 damage. Steal an added 8...14...15 health. No effect unless you control a Soul Cage.

Medic's Finisher - 5 Energy- Activation time6 Recharge time - Holy Spear Attack - Strike target foe for +7...14...16 damage. If you land the finishing blow you lose either 1 hex or condition for each Soul Cage you control.

Medic's Finisher (PvP) - 5 Energy- Activation time6 Recharge time - Holy Spear Attack - Strike target foe for +7...14...16 damage. If you land the finishing blow you lose either 1 hex or condition for each Soul Cage you control (Maximum 2 Soul Cages).

Berserker's Finisher - 5 Energy- Activation time6 Recharge time - Dark Spear Attack - Strike target foe for +13...25...28 damage. Lose 10...50...60 health if you fail to land the finishing blow.

Disarmer's Assail - 5 Energy- Activation time10 Recharge time - Holy Spear Attack - Deals +1...7...8 damage. Removes Target Foe's Weapon Spell. No effect unless you control a Soul Cage.

Dismantler's Assail - 5 Energy- Activation time12 Recharge time - Dark Spear Attack - Strike target foe for +8...18...20 damage. Nearby enemies lose 1 Soul Cage.

Basilic Pike - 10 Energy- Activation time8 Recharge time - Elite Spear Attack - Lose a Soul Cage. Strike target foe for +8...18...20 damage. If you lose a Soul Cage, deal an additional +6 damage for every two ranks of Drake Soul you have.

Basilic Pike (PvP) - 10 Energy- Activation time8 Recharge time - Elite Spear Attack - Lose a Soul Cage. Strike target foe for +8...18...20 damage. If you lose a Soul Cage, deal an additional +4 damage for every two ranks of Drake Soul you have.

Basilic Pike Note: I do feel this may be on a weaker side, but for the moment I don't want an extreme buff to allow toooooo much damage.

Engaging Finisher - 5 Energy- Activation time6 Recharge time - Holy Spear Attack - Strike target foe for +7...14...16 damage. If you land the finishing blow, you move 20% faster for 5...11...12 seconds.

Lame Finisher - 5 Energy- Activation time6 Recharge time - Dark Spear Attack - Strike target foe for +7...14...16 damage. If you land the finishing blow, nearby foes are crippled for 5...9...10 seconds.

Perfumed Pike - 5 Energy- Activation time10 Recharge time - Holy Spear Attack - Strike target foe for +10...28...32 holy damage. Take 10...18...20 damage for each spell on target foe's skillbar.

Edged Pike - 5 Energy- Activation time10 Recharge time Dark Speak Attack - Strike target foe for +10...28...32 dark damage. Take 10...14...15 damage for each non-signet on target foe's skillbar.

Paladin's Assail - 5 Energy- Activation time8 Recharge time - Holy Spear Attack - Deals +1...7...8 damage. Removes Target Foe's Item Spell and negate the drop effect. No effect unless you control a Soul Cage.

Tyrant's Assail - 5 Energy- Activation time15 Recharge time - Dark Spear Attack - Deaks +1...7...8 damage. Remove 1 Enchantment from Target Foe and negate the end effect. No effect unless you control a Soul Cage.


note: Added recharge is counted as hard seconds, Expertise does not reduce recharge.

Mew Finesse (Complete)[edit]

Confine Smelt - 10 Energy2 Activation time20 Recharge time - Elite Cage Spell - Erect a Soul Cage that charges at a target, causing burning for 0...6...8 seconds.

Confine Smelt Note: "Elite? naw!" Indeed Elite, burning deals quite alot of damage over time, and the consistant amount you can get just calls for such a status.

Confine Embrace (PvE) - 10 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage charges at a target, stealing 5...21...25 health.

Confine Embrace (PvP) - 10 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage charges at a target, stealing 5...13...15 health.

Confine Needle - 10 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage charges at a target, dealing 0...19...24 cold damage. If target foe was activating a spell, this damage is doubled.

Confine Aura - 10 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage charges at a target, dealing 10...21...24 fire damage. If target foe was activating a spell, foe suffers from burning for 0...2...3 seconds.

Confine Anvil - 10 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage charges at a target, dealing 10...21...24 earth damage. If target foe was moving, Anvil has a 30...50...55% chance of causing knockdown.

Confine Shatter - 10 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage charges at a target, dealing 0...21...26 lightning damage. This skill has 20% armor penetration.

Confine Delve (PvE) - 10 Energy2 Activation time20 Recharge time - Elite Cage Spell - Erect a Soul Cage that charges at a target, causing cracked armor for 0...26...32 seconds.

Confine Delve (PvP) - 10 Energy2 Activation time20 Recharge time - Elite Cage Spell - Erect a Soul Cage that charges at a target, causing cracked armor for 0...20...25 seconds.

Confine Delve Note: Cracked armor makes any warrior or ranger a sitting duck for further damage, due to the nature of the duration being limitless (also Soul Cages 'emselves fitting that too...) it's elite for that reason.

Confine Democracy - 20 Energy3 Activation time40 Recharge time - Elite Cage Spell - Erect a Soul Cage that charges at a target, if target foe is attacking, all other nearby foes take 0...30...38 damage.

Confine Democracy Note: This is harmless in PvP, as it doesn't effect the current target.

Confine Deluge - 25 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage that charges at the target, dealing 0...21...26 cold damage. If target foe is under a water magic hex, all nearby foes have 5...21...25% chance of being knocked down.

Confine Crevice - 20 Energy2 Activation time40 Recharge time - Cage Spell - Erect a Soul Cage that charges at a target, dealing 4...11...13 damage. If target foe is using a skill, nearby foes take 2...8...10 damage.

Tahmu's Rage - 5 Energy3 Activation time10 Recharge time - Spell - Remove a Soul Cage from target foe. You take 50...10...0 damage if target isn't attacking.

Tahmu's Revolution - 10 Energy3 Activation time25 Recharge time - Elite Spell - Remove 1...4...5 Soul Cages from target foe, only if target foe is attacking.

Tahmu's Revolution Note: Nothing much to explain, complete shutdown for one using Soul Cages.

Tahmu's Freedom - 5 Energy¼ Activation time4 Recharge time - Spell - Deals 4...49...60 damage for each Soul Cage target foe has constructed. +3 Recharge for each trigger.

Frail Renewal - 10 Energy1 Activation time25 Recharge time - Enchantment Spell - Initial Effect: Instantly recharges all skills with "Tahmu" in the name. For (40...16...10 Seconds), You take double damage from physical attacks. You take 25...49...55 damage if this ends early.

Tahmu's Shelter - 5 Energy1 Activation time3 Recharge time - Enchantment Spell (10 Seconds) - Initial Effect: Deal 0...13...16 damage for each Soul Cage target foe has. End Effect: Gain 4...17...20 health for each cage destroyed.

Confine Shards - 5 Energy1 Activation time30 Recharge time - Cage Spell - Erect a Three Soul Cages that act in a passive manner. For each rank in Drake Soul this skill has a 1 second recharge reduction (Maximum 1...11...13).

Confine Wall - 10 Energy1 Activation time30 Recharge time - Cage Spell - Erect a Soul Cage that acts in a passive manner. You have +20 armor against physical attacks. You have 40...16...10% chance to lose this whenever you take elemental damage.

Confine Resistance - 10 Energy1 Activation time30 Recharge time - Cage Spell - Erect a Soul Cage that acts in a passive manner. You have +20 armor against elemental damage. You have 35...11...5% chance to lose this whenever you take physical damage.

Confine Duet - 10 Energy2 Activation time40 Recharge time - Elite Cage Spell - Erect two Soul Cages that charge at a target, stealing 3...13...16 health.

Confine Duet Note: 30+ is quite alot of life stealing, and along with other skills, if it triggers it is a definite deadly.

Confine Liability - 15 Energy2 Activation time40 Recharge time - Cage Spell - Erect a cage that acts in a passive manner. 50% Chance to deal 0...22...27 damage when you are the target of a hostile spell.

Notes:

- All Cages require a lifeless construct to be in-range.

- Minions require corpses, Cages require souls, they do not conflict with eachother.

- There can be no more than one of a cage type per person (Apart from Confine Shards, which can hit the potential Soul Cage Cap (Not including the Elite Cage)).

- Confine Duet is an Elite Cage type, thus counts as two extra cages without being eliminated through means of the initial cage cap (allowing for a total of 6 cages).

Intimidation (Incomplete)[edit]

Lesser Soul Bane - 5 Energy¾ Activation time15 Recharge time - Elite Hex - Target touched foe is hexed with Lesser Soul Bane for 10 seconds. Your Spear Attacks deal 5...18...21% more damage.

Lesser Soul Bane Note: This is just to assist, there's nothing especially amazing about the skills effect, it's just a simple damage buff

Lesser Soul Discharge - 10 Energy3/5 Activation time15 Recharge time - Elite Hex - Target touched foe is hexed with Lesser Soul Discharge for 10 seconds. When hit with your spear attacks Target's adjacent foes take 8...24...28 chaos damage.

Lesser Soul Discharge Note: For a second it was imbalanced, it's been changed to it can still have a wide PvE use, and a very situational PvP use.

Ancient Speech - 5 Energy¾ Activation time10 Recharge time - Touch Spell - Inflict Daze for 1...4...5 seconds. Only if target foe is under a Necromancer Hex.

Lesser Soul Toil - 10 Energy1 Activation time20 Recharge time - Hex Spell - For 3...10...12 seconds your next 1...6...7 Spear Attacks deal an additional +1...13...16 damage.

Kuunavang's Fury - 5 Energy1 Activation time15 Recharge time - Elite Enchantment - For 8...24...28 seconds you have an additional 5...28...34% chance to Pierce/Brandish when using a Spear. You have -10...2...0 armor while under this enchantment.

Kuunavang's Fury Note: I'm unsure of the direction to take this skill, but it seems a little inferior at the moment, not that Piercing/Brandishing is bad, kill two at once! trigger two finishing blows!

Kuunavang's Threat - 5 Energy- Activation time25 Recharge time - Skill (6 Seconds) - Target foe moves 20% Faster but takes 5...23...27% more damage from your attacks (no effect unless you're attacking with a spear).

Distorted Malice - 5 Energy1 Activation time10 Recharge time - Touch Spell - Target for takes 1...6...7 damage for each equipped spell.

Kuunavang's Grasp - 5 Energy- Activation time30 Recharge time - Skill (12 Seconds) - Target foe moves 20% Faster but takes 3...9...11 damage each second while moving.

Kuunavang's Discontent - 5 Energy- Activation time20 Recharge time - Skill (6 Seconds) - Target foe moves 25% Slower but gains 1...5...6 health each second while moving.

Vessal Torture - 5 Energy¼ Activation time20 Recharge time - Touch Spell - Target foe takes 3...45...56 Chaos damage. Causes knock-down if foe is under a Necromancer Hex.

Kuunavang's Authority - 5 Energy- Activation time15 Recharge time - Elite Skill - Adjacent foes are knocked down.

Kuunavang's Authority Note: Nothing to explain, it's not overpowered due to the rather long recharge and lack of anything but a KD effect, it is however without delay and instant, consider that.

Psychism - 5 Energy¼ Activation time15 Recharge time - Enchantment Spell (3...6...7 Seconds) - You deal 3...11...13% more damage when attacking with a spear. lose 2 Energy per hit.

Seal Prosperity - 10 Energy1 Activation time20 Recharge time - Hex Spell (2...14...17 Seconds) - Target touched foe cannot gain energy from means of own skills/enchantments.

Seal Fate - 5 Energy¼ Activation time15 Recharge time - Elite Hex (2...8...9 Seconds) - Target touched foe cannot gain or steal health from means of own skills/enchantments.

Vessal Sedation - 5 Energy½ Activation time10 Recharge time - Elite Touch Spell - Causes knock-down (1...3...4 seconds). Target foe gains 30...46...50 health whenever damaged in this knockdown.

Lesser Soul Breach - 5 Energy1 Activation time15 Recharge time - Hex Spell (7 Seconds) - Target touched foe loses 1...3...3 energy when taking damage from a Spear Attack.

Aching Thoughts - 5 Energy1 Activation time20 Recharge time - Touch Spell - Remove hex from target touched foe. Deal 1...11...14 damage for each equipped spell.

Mutual Empathy - 10 Energy1 Activation time10 Recharge time - Elite Hex Spell (10 Seconds) - Target touched foe takes 0...13...16 chaos damage whenever a nearby foe takes damage. Also hexes foes nearby.

Mutual Empathy (PvP) - 10 Energy1 Activation time10 Recharge time - Elite Hex Spell (10 Seconds) - Target touched foe takes 0...7...9 chaos damage whenever a nearby foe takes damage. Also Hexes foes nearby.

Mutual Empathy Note: This would be extremely deadly in PvE! Less effective in PvP unless you're applying pressure to a packed team, hex won't stack... so it's balanced enough for now.

Seal Prosperity Note: Target foe can still regenerate energy (naturally and through enchantments like BiP) and gain energy from skills used by an ally (Aria of Zeal), Skills like Attuned Was Songkai will still reduce energy costs as it has absolutely nothing to do with gaining energy.

Seal Fate Note: The target will still be able to regenerate through own enchantments/other enchantments... but can only gain health through another ally... much like Seal Prosperity.

Nightfall/Factions PvE Skills[edit]

Soul Collective - 10 Energy0 Activation time30 Recharge time - Skill (Luxon/Kurzick) (12...17...18) seconds - You attack 4% faster each time you hit with an attack while using a Spear (Maximum 100%). You deal 4% less damage with a spear each time you hit with an attack (Maximum 50%). Renewal: Each time you trigger a Soul Cage's Effect.

Soul Reflect - 10 Energy0 Activation time120 Recharge time - Skill (Sunspear) - The next time you take a fatal blow, instead deal 100...820...1000% damage back to culprit and gain 100 health. No effect unless you control a Soul Cage.