Warrior
Elite Skill. Target touched foe is knocked down. If that foe was moving, that foe's stance ends and that foe takes 15..75 damage before being knocked down. (Tactics)
Ranger
Elite Preparation. For 12..24 seconds, your trap skills are not easily interruptible and your Wilderness Survival attribute is increased by +0..2. (Expertise)
Monk
Elite Spell. Heal target ally for 30..180 Health. If target was below 50% Health, you gain 7 Energy. (Protection Prayers)
Necromancer
Elite Spell. You gain 8..20 Energy. (Blood Magic)
Mesmer
Elite Hex spell. For 10 seconds, target foe suffers from -1..5 Health degeneration. If that foe has another hex when Recurring Insecurity would end, it is reapplied. (Illusion Magic)
Elementalist
Elite Ward spell. Create a Ward Against Harm at this location. For 5..15 seconds, non-spirit allies in this area have +1..3 health regeneration, +12..24 armor, and an additional +12..24 armor against elemental damage. This spell is disabled for 20 seconds. (Water Magic)
Assassin
Elite Hex spell. Your non-Assassin skills are disabled for 10 seconds. For 1..10 seconds, target foe moves 50% slower. When this hex ends that foe is Crippled for 1..15 seconds. (Shadow Arts)
Ritualist
Elite Skill. For 5..45 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 1..3 Binding Ritual[s]. (Spawning Power)
Paragon
Elite Chant. For 10 seconds, all party members within earshot gain 1..4 strikes of adrenaline the next time they use an attack skill. (Leadership)
Dervish
Elite Scythe attack. If this attack hits, you Cripple your target for 3..15 seconds. You lose 1 Dervish enchantment. If an enchantment was removed, this attack knocks down for 2..3 seconds. (Scythe Mastery)
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