Mesmer
Elite Spell. Interrupt the target foe's action. If that action was a skill, that foe and nearby foes are knocked down for 2..4 seconds. (50% failure chance with Fast Casting 4 or less.) (Fast Casting)
Spell. Remove one Mesmer hex from target foe. If a hex was removed in this way, that foe loses 1..5 Energy and you gain 4 Energy for each point lost. (Inspiration Magic)
Hex spell. Target foe loses 5..8 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds. (Friend of the Luxon Title Track)
Hex spell. For 8..20 seconds, target foe and all adjacent foes cannot gain adrenaline. (Illusion Magic)
Hex spell. For 1..10 second[s], target foe moves, attacks, and casts spells 33% slower. (Illusion Magic)
Hex spell. For 10 seconds, target foe suffers -1..4 Health degeneration. When Phantom Pain ends, that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5..20 seconds. (Illusion Magic)
Assassin
Elite Enchantment spell. For 3..17 seconds, every time you successfully land a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10..3 Energy or Dark Apostasy ends. (Critical Strikes)
Enchantment spell. For 30 seconds, the next 1..10 attack skills you use remove one condition. (Critical Strikes)
Enchantment spell. For 60 seconds, whenever you successfully land a critical hit, you gain 10..40 Health. (Shadow Arts)
Dual attack. Must follow a lead attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers 10 Overcast. (Dagger Mastery)
Hex spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5..20 damage. (Deadly Arts)
Signet. Target foe takes 5..35 damage. If your target was Blinded, that foe suffers an additional 15..60 damage. (Deadly Arts)
Dervish
Elite Flash enchantement spell. For 3..15 seconds, you attack, move and gain adrenaline 25% faster. (Wind Prayers)
Signet. Remove 1 Dervish enchantment. Target ally is healed for 30..150 Health. If an enchantment was removed in this way, this signet recharges 75% faster. (Earth Prayers)
Flash enchantement spell. All nearby foes take 5..30 holy damage. For 5..25 seconds, you have -1 Energy regeneration, and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 1..5 Energy. (Mysticism)
Flash enchantement spell. For 2..6 seconds, you cannot be knocked down and move 25% faster. This enchantment ends prematurely if it prevents a knockdown. (Earth Prayers)
Scythe attack. You deal +5..20 and lose 1 Dervish enchantment. If an enchantment was lost, you remove an enchantment from each foe you hit. (Scythe Mastery)
Enchantment spell. For 60 seconds, the next time damage drops target ally's Health below 25%, that ally is healed for 50..200 Health. (Mysticism)
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