User:Problem./Skills

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Warrior Warrior[edit]

Axe Mastery[edit]

  • Axe Rake Axe Rake: Axe Attack. If this attack hits a foe suffering from a Deep Wound, you strike for +1...8...10 damage, and that foe becomes Crippled for 15 seconds.
    • Costs: 7 Adrenaline.
    • Changed: Axe Attack. When this attack hits, you deal +5...17...20 damage. If this attack hits a moving foe, your target is crippled for 7...13...15 seconds.
    • Reason: The utility of the cripple was overlooked becaues of the prerequisite of deep wound. On spikes, the cripple will be unnecessary. The current change allows for utility similar to Bull's Strike, with damage of current skills that compliment the Eviscerate/Executioner's Strike Combo.
  • Axe Twist Axe Twist: Axe Attack. If this attack hits a foe suffering from a Deep Wound, you strike for 1...16...20 more damage and that foe suffers from Weakness for 20 seconds.
    • Costs: 7 Adrenaline.
    • Changed: Axe Attack. Attack target foe twice. If both attacks hit, you inflict bleeding on target foe foe 5...17...20 seconds.
    • Reason: Weakness on top of Deep Wound was completely stupid. Skill needed a complete reworking to be viable.
  • Decapitate Decapitate: Elite Axe Attack. You lose all adrenaline and all Energy. If this attack hits, you deal +5...41...50 damage and cause a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit.
    • Costs: 8 Adrenaline.
    • Changed: Elite Axe Attack. You lose all adrenaline and all Energy. If this attack hits, you deal +5...41...50 damage. If target foe is moving or stationary, you also inflict a Deep Wound for 5...17...20 seconds. This attack always results in a critical hit.
    • Reason: This creates a check for a condition that will be applied before the damage. Will help add viability to the skill which otherwise is bad on its own.
  • Keen Chop Keen Chop: Axe Attack. If it hits, this attack always results in a critical hit.
    • Costs: 6 Adrenaline.
    • Changed: Axe Attack. If this attack results in a critical hit, it also has 20% Armor Penetration.
    • Reason: A three adrenaline skill will be a detriment to warrior bars because it will lower the amount of adrenaline in your more favorable attack skills. Without other low adrenaline attacks to synergize with, Keen Chop would remain unviable.
  • Lacerating Chop Lacerating Chop: Axe Attack. If Lacerating Chop hits, you deal +5...17...20 damage. If it strikes a knocked down foe your target suffers from Bleeding for 5...17...20 seconds.
    • Costs:
    • Changed: Axe Attack. If Lacerating Chop hits, you deal +5...17...20 damage. If it strikes a knocked down or fleeing foe your target suffers from Bleeding for 5...17...20 seconds.
    • Reason: Add viability to the skill. Give's a more favorable condition to the skill.

Hammer Mastery[edit]

  • Auspicious Blow Auspicious Blow: Hammer Attack. If Auspicious Blow hits, you strike for +5...17...20 damage. If it hits a foe suffering from Weakness you gain 3...7...8 Energy.
    • Costs: 7 Adrenaline.
    • Changed: Hammer Attack. If Auspicious Blow hits, you strike for +5...17...20 damage. If it hits a foe suffering from Weakness you gain 3...7...8 Energy.
    • Reason:
  • Enraged Smash Enraged Smash: Elite Hammer Attack. If it hits, Enraged Smash deals +5...10...11 damage (maximum bonus 40) for each other fully charged adrenal skill you have.
    • Costs: 5 Energy. 15 Second Recharge.
    • Changed: Elite Hammer Attack. If Enraged Smash hits, target foe is knock-down and this attack deals +5...10...11 damage (maximum bonus 40) for each other fully charged adrenal skill you have.
    • Reason:
  • Forceful Blow Forceful Blow: Elite Hammer Attack. If Forceful Blow hits, you strike for +10...34...40 damage and your target is Weakened for 5...17...20 seconds. If it is blocked, you are knocked down.
    • Costs: 5 Adrenaline.
    • Changed: Elite Hammer Attack. If Forceful Blow hits, you strike for +10...34...40 damage and your target is Weakened for 5...17...20 seconds. If it is blocked, target foe is knocked down.
    • Reason: It's a "Forceful Blow." It sounds like it should have enough power to knockdown someone who blocks the attack. Besides, you would still have to run a reliable knockdown elsewhere on the bar, as well as an Energy-based IAS for Crushing Blow.
  • Magehunter's Smash Magehunter's Smash: Elite Hammer Attack. If this attack hits a foe who is under the effects of an Enchantment, that foe is knocked down.
    • Costs: 8 Adrenaline.
    • Changed: Elite Hammer Attack. If Magehunter Smash hits, your target is knocked down. If target foe is under the effects of an Enchantment, this attack deals +1...16...20 damage.
    • Reason: In its current form, the condition warrants its denial of use. Needed some more incentive to promote use.

Strength[edit]

  • Bull's Charge Bull's Charge: Elite Stance. For 5...10...11 seconds, you move 25% faster and if you strike a moving foe in melee, that foe is knocked down. Bull's Charge ends if you use a skill.
    • Costs:
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Swordsmanship[edit]

  • Barbarous Slice Barbarous Slice: Sword Attack. If this attack hits, you deal +5...25...30 damage. If you are currently not in a Stance, you also inflict Bleeding for 5...13...15 seconds.
    • Costs:
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  • Galrath Slash Galrath Slash: Sword Attack. This attack strikes for +1...32...40 damage if it hits.
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  • Gash Gash: Sword Attack. If this attack hits a Bleeding foe, you strike for 5...17...20 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5...17...20 seconds.
    • Costs:
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  • Quivering Blade Quivering Blade: Elite Sword Attack. If Quivering Blade hits, you strike for +10...34...40 damage. If it is blocked, Quivering Blade is disabled for 4 seconds and you are Dazed for 8 seconds.
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  • Silverwing Slash Silverwing Slash: Sword Attack. This attack strikes for +1...32...40 damage if it hits.
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Tactics[edit]

  • Healing Signet Healing Signet: Signet. You gain 40...130...152 Health. You have -40 armor while using this skill.
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  • Shove Shove: Elite Skill. Lose all Adrenaline. All of your other non-attack skills are disabled for 10...6...5 seconds. Target touched foe is knocked down and takes 15...63...75 damage.
    • Costs:
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Non-Linked Attribute[edit]

  • Flurry Flurry: Stance. For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.
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  • Frenzied Defense Frenzied Defense: Stance. For 8 seconds, you have a 75% chance to block incoming attacks, but take double damage.
    • Costs:
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    • Reason:

Ranger Ranger[edit]

Beast Mastery[edit]

  • Call of Haste Call of Haste: Shout. For 30 seconds, your animal companions have a 25% faster attack speed and move 25% faster.
    • Costs:
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  • Call of Protection Call of Protection: Shout. For 120 seconds, your animal companions have a 5...17...20 base damage reduction.
    • Costs:
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  • Revive Animal Revive Animal: Skill. Resurrect all nearby allied animal companions. They come back to life with 10...77...94% Health.
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  • Viper's Nest Viper's Nest: Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 5...29...35 piercing damage and become Poisoned for 5...17...20 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted.
    • Costs:
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Expertise[edit]

  • Oath Shot Oath Shot: Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.)
    • Costs:
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  • Trapper's Focus Trapper's Focus: Elite Preparation. For 5...17...20 seconds, your trap skills are not easily interruptible.
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Marksmanship[edit]

  • Punishing Shot Punishing Shot: Elite Bow Attack. If Punishing Shot hits, you strike for +10...18...20 damage and your target is interrupted.
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  • Splinter Shot Splinter Shot: Bow Attack. If Splinter Shot hits, you deal +3...13...15 damage. If Splinter Shot is blocked, all foes adjacent to your target take 5...53...65 damage.
    • Costs:
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Wilderness Survival[edit]

  • Barbed Arrows Barbed Arrows: Preparation. For 18 seconds, your arrows cause Bleeding for 3...13...15 seconds. This Skill is easily interrupted.
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  • Poison Arrow Poison Arrow: Elite Bow Attack. If Poison Arrow hits, your target becomes Poisoned for 5...17...20 seconds.
    • Costs:
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  • Troll Unguent Troll Unguent: Skill. For 10 seconds, you gain +3...9...10 Health regeneration.
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Non-Linked Attribute[edit]

  • Magebane Shot Magebane Shot: Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for an additional 10 seconds. This attack cannot be blocked.
    • Costs:
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  • Quick Shot Quick Shot: Elite Bow Attack. Shoot an arrow that moves twice as fast.
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Monk Monk[edit]

Divine Favor[edit]

  • Blessed Light Blessed Light: Elite Spell. Heal target ally for 10...114...140 Health and remove one Condition and one Hex.
    • Costs:
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  • Boon Signet Boon Signet: Elite Signet. Heal target ally for 5...29...35 Health. For each Enchantment on that ally, you gain 2 Energy. (Maximum 1...5...6 Energy.)
    • Costs:
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  • Divine Healing Divine Healing: Spell. Heal yourself and party members in the area for 10...210...260 points.
    • Costs:
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  • Divine Intervention Divine Intervention: Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26...197...240 Health.
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  • Heaven's Delight Heaven's Delight: Spell. Heal yourself and party members in the area for 10...210...260 points.
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  • Holy Haste Holy Haste: Enchantment Spell. For 1...48...60 seconds, your Healing Prayers Spells cast 50% faster. This Enchantment ends if you cast another Enchantment.
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  • Release Enchantments Release Enchantments: Spell. Lose all Enchantments. Each party member is healed for 5...29...35 Health for each Monk Enchantment lost.
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  • Spell Shield Spell Shield: Enchantment Spell. For 5...17...20 seconds, while you are casting spells, you cannot be the target of spells. When Spell Shield ends, all your skills are disabled for 10...6...5 seconds.
    • Costs:
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  • Withdraw Hexes Withdraw Hexes: Elite Spell. Remove all Hexes from target ally and all adjacent allies. This Spell takes an additional 20...8...5 seconds to recharge for each Hex removed in this way.
    • Costs:
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Healing Prayers[edit]

  • Dwayna's Sorrow Dwayna's Sorrow: Enchantment Spell. For 30 seconds, target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 5...41...50.
    • Costs:
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  • Glimmer of Light Glimmer of Light: Elite Spell. Heal target ally for 10...94...115 Health.
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  • Healer's Covenant Healer's Covenant: Elite Enchantment Spell. While you maintain this Enchantment, your healing Spells heal for 25% less Health, but cost -1...3...3 Energy.
    • Costs:
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  • Healing Hands Healing Hands: Elite Enchantment Spell. For 10 seconds, whenever target ally takes damage, that ally is healed for 5...29...35 Health.
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  • Healing Light Healing Light: Elite Spell. Heal target ally for 40...88...100 Health. If your target has an Enchantment, you gain 1...3...3 Energy.
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  • Healing Seed Healing Seed: Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3...25...30 Health.
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  • Light of Deliverance Light of Deliverance: Elite Spell. All party members are healed for 5...57...70 Health.
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  • Patient Spirit Patient Spirit: Enchantment Spell. For 3 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 15...67...80 Health.
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  • Renew Life Renew Life: Spell. Resurrect target touched dead target party member with 50% Health and 5...17...20% Energy. That party member and all allies within earshot are healed for 55...115...130 Health.
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  • Supportive Spirit Supportive Spirit: Enchantment Spell. For 5...19...23 seconds, whenever target ally takes damage while knocked down, that ally is healed for 5...29...35 Health.
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Protection Prayers[edit]

  • Amity Amity: Elite Hex Spell. For 8...18...20 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage.
    • Costs:
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  • Divert Hexes Divert Hexes: Elite Spell. Remove up to 1...3...3 Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains 15...63...75 Health.
    • Costs:
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  • Extinguish Extinguish: Spell. Remove one Condition from each party member. Party members relieved of Burning are healed for 10...82...100 Health.
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  • Life Sheath Life Sheath: Elite Enchantment Spell. For 20 seconds, the next 30...126...150 damage target ally would take is negated.
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  • Mark of Protection Mark of Protection: Elite Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6...49...60. All your Protection Prayers are disabled for 5 seconds.
    • Costs:
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    • Reason:
  • Mend Ailment Mend Ailment: Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5...57...70 Health.
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  • Mend Condition Mend Condition: Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 5...57...70 Health.
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  • Pacifism Pacifism: Hex Spell. For 8...18...20 seconds, target foe cannot attack. This effect ends if the target takes damage.
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  • Pensive Guardian Pensive Guardian: Enchantment Spell. For 5...10...11 seconds, target ally has a 50% chance to block attacks from Enchanted foes.
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  • Protective Bond Protective Bond: Enchantment Spell. While you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 6...4...3 Energy or the Spell ends.
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  • Shield Guardian Shield Guardian: Enchantment Spell. For 10 seconds, target ally has a 75% chance to block incoming attacks. The next time target ally blocks an attack, that ally and all nearby allies are healed for 16...67...80 and Shield Guardian ends.
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  • Shield of Deflection Shield of Deflection: Elite Enchantment Spell. For 3...9...10 seconds, target ally has a 75% chance to block attacks and gains 15...27...30 armor.
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  • Shielding Hands Shielding Hands: Enchantment Spell. For 8 seconds, damage received by target ally is reduced by 3...15...18.
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  • Spirit Bond Spirit Bond: Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40...88...100 Health.
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  • Zealous Benediction Zealous Benediction: Elite Spell. Heal target ally for 30...150...180 Health. If target was below 50% Health, you gain 7 Energy.
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Smiting Prayers[edit]

  • Judge's Intervention Judge's Intervention: Enchantment Spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and one nearby foe takes 30...150...180 damage.
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Non-Linked Attributes[edit]

  • Purge Conditions Purge Conditions:Spell. Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, and Deep Wound) from target ally.
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Necromancer Necro[edit]

Blood Magic[edit]

  • Life Transfer Life Transfer: Elite Hex Spell. For 6...11...12 seconds, target foe suffers -3...7...8 Health degeneration, which you gain as Health regeneration.
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Curses[edit]

  • Chilblains Chilblains: Spell. You become Poisoned for 10 seconds. Foes in the area of your target are struck for 10...37...44 cold damage and lose 1 Enchantment.
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  • Soul Bind Soul Bind: Elite Hex Spell. For 5...17...20 seconds, target foe attacks 30% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down.
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  • Spiteful Spirit Spiteful Spirit: Elite Hex Spell. For 8...18...20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5...29...35 shadow damage to that foe and all adjacent allies of that foe.
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  • Weaken Knees Weaken Knees: Elite Hex Spell. For 3...31...38 seconds, if target foe is struck while moving that foe is knocked down and Weaken Knees ends.
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  • Well of Silence Well of Silence: Well Spell. Exploit target corpse to create a Well of Silence for 10...26...30 seconds. Foes within the well cannot use Shouts or Chants and suffer -1...3...4 Health degeneration.
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Death Magic[edit]

  • Jagged Bones Jagged Bones: Elite Enchantment Spell. For 30 seconds, whenever target undead servant dies, it is replaced by a level 0...12...15 jagged horror that causes Bleeding with each of its attacks.
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  • Verata's Sacrifice Verata's Sacrifice: Spell. Sacrifice 15% maximum Health. For 5...9...10 seconds, your undead allies gain +10 Health regeneration. All Conditions are removed from those allies and transferred to you. If this Spell is successful and you have control of 3 or fewer minions, Verata's Sacrifice instantly recharges.
    • Costs:
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Soul Reaping[edit]

  • Wail of Doom Wail of Doom: Elite Spell. Sacrifice 10% Health, and target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for 5...17...20 seconds.
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Non-Linked Attribute[edit]

Mesmer Mesmer[edit]

Domination Magic[edit]

  • Blackout Blackout: Skill. For 2...5...6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
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  • Complicate Complicate: Spell. Interrupt target foe's action. If that action was to use a Signet, it and all other Signets are disabled for 1...13...16 seconds.
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  • Hex Eater Vortex Hex Eater Vortex: Elite Spell. Remove a Hex from target ally. If a Hex is removed in this way, foes near that ally take 30...102...120 damage and lose one Enchantment.
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  • Power Flux Power Flux: Elite Hex Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and for 4...9...10 seconds, that foe has -2 Energy degeneration.
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  • Psychic Instability Psychic Instability: Elite Hex Spell. For 5...17...20 seconds, anytime target foe is interrupted that foe is knocked down.
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  • Simple Thievery Simple Thievery: Elite Spell. For 10...30...35 seconds, one random non-Spell is disabled for target foe, and Simple Thievery is replaced by that Skill.
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  • Visions of Regret Visions of Regret: Elite Hex Spell. For 5...17...20 seconds, target foe takes 30...102...120 damage whenever that foe uses an adrenal Skill.
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Fast Casting[edit]

  • Arcane Languor Arcane Languor: Elite Hex Spell. For 1...8...10 seconds, all Spells cast by target foe cause Exhaustion.
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  • Mantra of Recovery Mantra of Recovery: Elite Stance. For 5...17...20 seconds, Spells you cast recharge 33% faster.
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  • Symbols of Inspiration Symbols of Inspiration: Elite Enchantment Spell. For 5...13...15 seconds, whenever you use a Signet, you gain 1...8...10 Energy.
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Illusion Magic[edit]

  • Clumsiness Clumsiness: Hex Spell. For 4...7...8 seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers 10...76...92 damage.
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  • Crippling Anguish Crippling Anguish: Elite Hex Spell. For 8...18...20 seconds, target moves 50% slower and suffers -1...3...3 Health degeneration.
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  • Illusion of Haste Illusion of Haste: Enchantment Spell. For 5...10...11 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds.
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  • Ineptitude Ineptitude: Elite Hex Spell. For 4...9...10 seconds, the next time target foe attacks, that foe takes 30...114...135 damage and becomes Blinded for 10 seconds.
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  • Recurring Insecurity Recurring Insecurity: Elite Hex Spell. For 1...8...10 seconds, target foe suffers from -1...3...3 Health degeneration. If that foe is Hexed again, Recurring Insecurity is reapplied.
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  • Shared Burden Shared Burden: Elite Hex Spell. For 5...21...25 seconds, target foe and all nearby foes move 50% slower.
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Inspiration Magic[edit]

  • Auspicious Incantation Auspicious Incantation: Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost.
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  • Lyssa's Aura Lyssa's Aura: Elite Enchantment Spell. For 3...9...10 seconds, whenever you are the target of an enemy Spell, you steal up to 1...6...7 Energy from the caster.
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  • Power Leech Power Leech: Elite Hex Spell. If target foe is casting a Spell or Chant, that Skill is interrupted and for 10 seconds, whenever that foe casts a Spell, you steal up to 1...6...7 Energy from that foe.
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  • Tease Tease: Elite Hex Spell. For 20 seconds, Skills used by target touched foe take 20...84...100% longer to recharge. This Skill ends if that foe hits you.
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Non-Linked Attribute[edit]

  • Epidemic Epidemic: Spell. Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.
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Elementalist Elementalist[edit]

Air Magic[edit]

  • Glimmering Mark Glimmering Mark: Elite Hex Spell. For 1...13...16 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 5 seconds.
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  • Gust Gust: Elite Spell. Target foe is struck for 10...54...65 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
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  • Lightning Surge Lightning Surge: Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83...100 lightning damage.
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Earth Magic[edit]

  • Ash Blast Ash Blast: Spell. Target foe is struck for 35...59...65 earth damage. If Ash Blast strikes a knocked-down foe, that foe is Blinded for 3...13...15 seconds.
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  • Crystal Wave Crystal Wave: Spell. Foes adjacent to you are struck for 10...82...100 damage but are cured of any negative Conditions.
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  • Teinai's Crystals Teinai's Crystals: Spell. Foes adjacent to you are struck for 10...82...100 damage but are cured of any negative Conditions.
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Energy Storage[edit]

  • Energy Blast Energy Blast: Spell. Target foe takes 1...2...2 damage for each point of Energy you have (maximum 130 damage).
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  • Ether Prism Ether Prism: Elite Spell. Gain 0...2...2 Energy for each point of Energy you have (maximum 50 Energy).
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Fire Magic[edit]

  • Mind Burn Mind Burn: Elite Spell. Target foe takes 15...51...60 fire damage. If you have more Energy than target foe, that foe takes an additional 15...51...60 fire damage and is set on fire for 1...6...7 seconds. This Spell causes Exhaustion.
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  • Incendiary Bonds Incendiary Bonds: Hex Spell. After 3 seconds, target foe and all nearby foes are struck for 20...68...80 fire damage and are set on fire for 1...3...3 seconds.
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    • Changed:
    • Reason:
  • Smoldering Embers Smoldering Embers: Hex Spell. Target foe is struck for 7...91...112 fire damage. After 3 seconds, if target foe is not moving that foe is set on fire for 3 seconds.
    • Costs:
    • Changed:
    • Reason:

Water Magic[edit]

  • Icy Prism Icy Prism: Spell. Target foe is struck for 10...54...65 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3...8...9 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Vapor Blade Vapor Blade: Spell. Target foe is struck for 15...111...135 cold damage. Vapor Blade deals half damage if that foe has any Enchantments on them.
    • Costs:
    • Changed:
    • Reason:

Non-Linked Attribute[edit]

  • Second Wind Second Wind: Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
    • Costs:
    • Changed:
    • Reason:

Assassin Assassin[edit]

Critical Strikes[edit]

  • Palm Strike Palm Strike: Elite Skill. Target touched foe takes 10...70...85 damage. This skill counts as an off-hand attack.
    • Costs:
    • Changed:
    • Reason:

Dagger Mastery[edit]

  • Desperate Strike Desperate Strike: Lead Attack. If you have less than 50...74...80% Health, you deal +15...51...60 damage.
    • Costs:
    • Changed:
    • Reason:
  • Jagged Strike Jagged Strike: Lead Attack. If Jagged Strike hits, your target suffers from Bleeding for 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Golden Fang Strike Golden Fang Strike: Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment, target foe suffers from a Deep Wound for 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Golden Skull Strike Golden Skull Strike: Elite Off-Hand Attack. Must follow a lead attack. If you are under the effects of an Enchantment and this attack hits, target foe is Dazed 4...9...10 seconds.
    • Costs:
    • Changed:
    • Reason:

Deadly Arts[edit]

  • Augury of Death Augury of Death: Hex Spell. For 5...29...35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17...20 seconds and Shadow Step to that foe. This Spell has half the normal range.
    • Costs:
    • Changed:
    • Reason:
  • Crippling Dagger Crippling Dagger: Spell. Send out a Crippling Dagger at target foe. Crippling Dagger strikes for 15...51...60 earth damage if it hits, and Cripples moving foes for 3...13...15 seconds. This spell has half the normal range.
    • Costs:
    • Changed:
    • Reason:
  • Entangling Asp Entangling Asp: Spell. Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Mantis Touch Mantis Touch: Spell. Must follow a lead attack. Target foe becomes Crippled for 5...17...20 seconds. This skill counts as an off-hand attack.
    • Costs:
    • Changed:
    • Reason:

Shadow Arts[edit]

  • Way of the Fox Way of the Fox: Enchantment Spell. For 10...30...35 seconds, your next 1...5...6 attacks cannot be blocked.
    • Costs:
    • Changed:
    • Reason:

Non-Linked Attribute[edit]

  • Wastrel's Collapse Wastrel's Collapse: Elite Hex Spell. After 5 seconds, target foe is knocked down. This Hex ends prematurely if that foe uses a Skill.
    • Costs:
    • Changed:
    • Reason:

Ritualist Ritualist[edit]

Channeling Magic[edit]

  • Ancestors' Rage Ancestors' Rage: Skill. For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 30...110...130 lightning damage.
    • Costs:
    • Changed:
    • Reason:
  • Warmonger's Weapon Warmonger's Weapon: Weapon Spell. For 5...13...15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted.
    • Costs:
    • Changed:
    • Reason:

Communing[edit]

  • Defiant Was Xinrae Defiant Was Xinrae: Elite Item Spell. Hold Xinrae's ashes for up to 5...13...15 seconds. While you hold her ashes, enemy Spells that the caster and the caster's allies use against you are disabled for an additional 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Dulled Weapon Dulled Weapon: Hex Spell. For 5...17...20 seconds, target foe and all nearby foes cannot achieve a critical hit.
    • Costs:
    • Changed:
    • Reason:
  • Xinrae's Weapon Xinrae's Weapon: Elite Weapon Spell. For 4...9...10 seconds, target ally has Xinrae's Weapon. Whenever a foe casts a Spell on that ally, that Spell is disabled for an additional 5...13...15 seconds for that foe and all party members of that foe.
    • Costs:
    • Changed:
    • Reason:

Restoration Magic[edit]

  • Mending Grip Mending Grip: Spell. Target ally is healed for 15...63...75 Health. If that ally is under the effects of a weapon Spell, that ally loses one Condition.
    • Costs:
    • Changed:
    • Reason:
  • Resilient Weapon Resilient Weapon: Weapon Spell. For 5...17...20 seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +1...5...6 Health regeneration and +24 armor.
    • Costs:
    • Changed:
    • Reason:
  • Tranquil Was Tanasen Tranquil Was Tanasen: Elite Item Spell. Hold Tanasen's ashes for up to 5...17...20 seconds. While you hold his ashes, you have +10...22...25 armor and cannot be interrupted.
    • Costs:
    • Changed:
    • Reason:
  • Vocal was Sogolon Vocal was Sogolon: Item Spell. For 60 seconds, all Shouts and Chants you use last 20...44...50% longer.
    • Costs:
    • Changed:
    • Reason:

Spawning Power[edit]

  • Spirit Channeling Spirit Channeling: Elite Enchantment Spell. For 10 seconds, you gain +1...5...6 Energy regeneration but suffer -5 Health degeneration. When Spirit Channeling ends, you gain 100 Health if you are within earshot of a Spirit.
    • Costs:
    • Changed:
    • Reason:

Non-Linked Attribute[edit]

  • Spirit Channeling Spirit Channeling: Elite Skill. Destroy target allied spirit. The next Binding Ritual you perform casts 66% faster and recharges instantly.
    • Costs:
    • Changed:
    • Reason:

Dervish Dervish[edit]

Earth Prayers[edit]

  • Aura of Thorns Aura of Thorns: Enchantment Spell. All nearby foes are Crippled for 4...9...10 seconds. For 30 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes begin Bleeding for 5...13...15 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Dust Cloak Dust Cloak: Enchantment Spell. All adjacent foes are struck for 20...68...80 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Blinded for 1...4...5 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Mirage Cloak Mirage Cloak: Enchantment Spell. For 10 seconds, you have a 50% chance to block incoming attacks. When this Enchantment ends, all nearby foes are struck for 15...63...75 earth damage.
    • Costs:
    • Changed:
    • Reason:
  • Staggering Force Staggering Force: Enchantment Spell. All adjacent foes are struck for 20...68...80 earth damage. For 30 seconds, your attacks deal earth damage. When this Enchantment ends, all adjacent foes are Weakened for 5...13...15 seconds.
    • Costs:
    • Changed:
    • Reason:

Mysticism[edit]

  • Eremite's Zeal Eremite's Zeal: Spell. Lose 1 Enchantment. You gain 1...5...6 Energy for each adjacent foe (maximum 15 Energy).
    • Costs:
    • Changed:
    • Reason:
  • Zealous Renewal Zealous Renewal: Enchantment Spell. All adjacent foes take 15...51...60 holy damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, you gain 1 Energy for each successful hit while under the effects of this Enchantment.
    • Costs:
    • Changed:
    • Reason:

Scythe Mastery[edit]

  • Reap Impurities Reap Impurities: Melee Attack. If this attack hits, you deal +10...26...30 damage. You gain 15...63...75 Health for each foe you hit that is suffering from a Condition.
    • Costs:
    • Changed:
    • Reason:
  • Reaper's Sweep Reaper's Sweep: Elite Scythe Attack. If this attack hits, you deal +10...34...40 damage. If your target was below 50% Health, you also inflict a Deep Wound for 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Wounding Strike Wounding Strike: Elite Scythe Attack. If this attack hits while you are under the effects of an Enchantment, target foe suffers from a Deep Wound for 5...17...20 seconds. If you do not have an Enchantment on you, this attack causes Bleeding for 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:

Wind Prayers[edit]

  • Grenth's Aura Grenth's Aura: Enchantment Spell. All adjacent foes are struck for 15...63...75 cold damage. For 20 seconds, this Enchantment does nothing. When this Enchantment ends, all nearby foes lose 1 Enchantment.
    • Costs:
    • Changed:
    • Reason:
  • Grenth's Fingers Grenth's Fingers: Enchantment Spell. All adjacent foes are struck for 20...68...80 cold damage. For 30 seconds, your attacks deal cold damage. When this Enchantment ends, all adjacent foes are Crippled for 5...13...15 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Pious Restoration Pious Restoration: Spell. Lose 1 Enchantment. You gain 30...78...90 Health. If you are still under the effects of an Enchantment, lose 1...3...3 Hexes.
    • Costs:
    • Changed:
    • Reason:


  • Rending Aura Rending Aura: Enchantment Spell. For 5...17...20 seconds, whenever you are hit by a melee attack, your attacker loses 1 Enchantment.
    • Costs:
    • Changed:
    • Reason:


  • Test of Faith Test of Faith: Spell. Target touched foe and all nearby foes are struck for 15...55...65 cold damage. Affected foes below 50% Health lose all Enchantments.
    • Costs:
    • Changed:
    • Reason:

Non-Linked Attribute[edit]

  • Rending Touch Rending Touch: Spell. You and target touched foe lose 1 Enchantment.
    • Costs:
    • Changed:
    • Reason:

Paragon Paragon[edit]

Command[edit]

  • "Can't Touch This!" "Can't Touch This!": Shout. For 20 seconds, the next 1...4...5 touch Skills used against you fail.
    • Costs:
    • Changed:
    • Reason:
  • "Help Me!" "Help Me!": Shout. For 1...8...10 seconds, other allies' Spells targeting you cast 50% faster.
    • Costs:
    • Changed:
    • Reason:
  • "Incoming!" "Incoming!": Elite Shout. For 1...3...3 seconds, all party members within earshot take 50% less damage.
    • Costs:
    • Changed:
    • Reason:
  • Bladeturn Refrain Bladeturn Refrain: Echo. For 20 seconds, target non-Spirit ally has +10...34...40 armor against slashing damage. This Echo is reapplied every time a Chant or Shout ends on that ally.
    • Costs:
    • Changed:
    • Reason:

Leadership[edit]

  • "Lead the Way!" "Lead the Way!": Shout. Target ally moves 25% faster for 1...4...5 seconds for each ally within earshot (maximum of 20 seconds).
    • Costs:
    • Changed:
    • Reason:
  • Angelic Bond Angelic Bond: Elite Skill. For 10...30...35 seconds, all damage suffered by target other ally is divided equally with you.
    • Costs:
    • Changed:
    • Reason:
  • Hexbreaker Aria Hexbreaker Aria: Chant. For 10 seconds, the next time each ally within earshot casts a Spell, that ally loses 1 Hex.
    • Costs:
    • Changed:
    • Reason:
  • Signet of Return Signet of Return: Signet. Resurrect target party member with 5...13...15% Health and 1...3...4% Energy for each party member within earshot.
    • Costs:
    • Changed:
    • Reason:
  • Bladeturn Refrain Bladeturn Refrain: Echo. For 20 seconds, target non-Spirit ally has +10...34...40 armor against slashing damage. This Echo is reapplied every time a Chant or Shout ends on that ally.
    • Costs:
    • Changed:
    • Reason:

Motivation[edit]

  • Energizing Finale Energizing Finale: Echo. For 10...30...35 seconds, whenever a Shout or Chant ends on target non-Spirit ally, that ally gains 1 Energy.
    • Costs:
    • Changed:
    • Reason:

Spear Mastery[edit]

  • Mighty Throw Mighty Throw: Spear Attack. Your spear moves three times faster. If it hits, you deal +10...34...40 damage.
    • Costs:
    • Changed:
    • Reason:
  • Slayer's Spear Slayer's Spear: Spear Attack. If this attack hits, you deal +5...21...25 damage. If that foe has more Health than you, that foe suffers from a Deep Wound for 5...17...20 seconds.
    • Costs:
    • Changed:
    • Reason:
  • Unblockable Throw Unblockable Throw: Spear Attack. If this attack hits, you deal +10...34...40 damage. This attack cannot be blocked.
    • Costs:
    • Changed:
    • Reason:
  • Vicious Attack Vicious Attack: Spear Attack. If this attack hits, you deal +5...17...20 damage. If you land a critical hit with this attack, target foe suffers from a Deep Wound for 5...13...15 seconds.
    • Costs:
    • Changed:
    • Reason:

Non-Linked Attribute[edit]

  • Cautery Signet Cautery Signet: Elite Signet. All party members lose all Conditions. You are set on Fire for 1 second for each Condition removed in this way.
    • Costs:
    • Changed:
    • Reason: