Mesmer
Elite Hex spell. Remove one enchantment from target foe and all nearby foes. For 5..20 seconds, enchantments expire 150..300% faster on those foes. (Illusion Magic)
Hex spell. You lose all Energy. For 5..10 seconds, target foe suffers -1..3 Energy degeneration, and you experience +1..3 Energy regeneration. (Inspiration Magic)
Hex spell. For 2..16 seconds, target foe suffers -8 Health degeneration. (Illusion Magic)
Stance. For 30..90 seconds, whenever you take fire damage, the damage is reduced by 26..50% and you gain 2 Energy. (Inspiration Magic)
Stance. For 30..90 seconds, whenever you take cold damage, the damage is reduced by 26..50% and you gain 2 Energy. (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)
Stance. For 30..90 seconds, whenever you take lightning damage, the damage is reduced by 26..50% and you gain 2 Energy. (Inspiration Magic)
Assassin
Elite Enchantment spell. For 5..21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5..25 damage with a single skill or attack. (Shadow Arts)
Enchantment spell. For 5..30 seconds, your dagger attacks cause Bleeding for 5..15 seconds. (Critical Strikes)
Hex spell. For 5 seconds, target foe suffers -1..5 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds. (Deadly Arts)
Hex spell. For 8..20 seconds, the next time you and target foe are more than 100' apart, you Shadow Step to that foe and that foe is knocked down. This spell has half the normal range. (Deadly Arts)
Off-hand attack. Must strike a hexed foe. If it hits, this attack strikes for +5..20 damage and target foe is Poisoned for 5..20 seconds. (Dagger Mastery)
Enchantment spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5..20 Energy. (Shadow Arts)
Skill. Must follow a dual attack. Target foe is struck for 25..100 earth damage and suffers from a Deep Wound for 5..20 seconds. (Deadly Arts)
Dervish
Elite Flash enchantement spell. For 3..15 seconds, you attack, move and gain adrenaline 25% faster. (Wind Prayers)
Flash enchantement spell. All nearby foes take 5..30 holy damage. For 30 seconds, your attacks deal holy damage. When this enchantment ends, all nearby foes are set on fire for 2..5 seconds. (Mysticism)
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. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30..150 Health. (Mysticism)
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)
Melee attack. If this attack hits, you deal +3..15 damage. Each foe you hit loses 1 condition. For each foe who loses a condition, all foes adjacent to that target foe take 10..40 holy damage. (Scythe Mastery)
Enchantment spell. For 20 seconds, you have +24 armor and +1..4 Health regeneration. Vow of Piety renews whenever an enchantment on you ends. (Wind Prayers)
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