Warrior
Elite Skill. For 15 seconds, whenever you attack with a sword, all adjacent foes take 10..25 slashing damage. (Swordsmanship)
Shout. Party members within earshot gain +5..25 armor for 10 seconds. This shout ends after 10 incoming attacks. (Tactics)
Skill. All of your signets are disabled for 12 seconds. You are healed for 50..110 Health, and gain 0..3 strike[s] of adrenaline. (Strength)
Stance. For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage. (No Attribute)
Hammer attack. If this attack hits, you deal +1..20 damage. If target foe is knocked down, that foe is Dazed for 1..8 second[s]. (Hammer Mastery)
Melee attack. If this attack hits, you strike for +10..40 damage and your target suffers from one of the following conditions: Deep Wound (for 20 seconds), Weakness (for 20 seconds), Bleeding (for 25 seconds), or Crippled (for 15 seconds). After making a Drunken Blow, you are knocked down. (Tactics)
Stance. For 8..20 seconds, you move 25% faster. (Strength)
Sword attack. If this attack hits a Bleeding foe, you strike for 5..20 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5..20 seconds. (Swordsmanship)
Mesmer
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 5..15 Energy from that foe. (Inspiration Magic)
Spell. Remove an enchantment from target foe and gain 3..15 Energy. For 20 seconds, Revealed Enchantment is replaced with the enchantment removed from target foe. (Inspiration Magic)
Spell. Target foe loses 1..10 Energy and takes 9 damage for each point of Energy lost. (Domination Magic)
Hex spell. For 5 seconds, target foe suffers -1..3 Health degeneration. If target foe is using a skill, then Overload deals 15..75 damage to that foe and all adjacent foes. (Domination Magic)
Hex spell. For 5..40 seconds, whenever this foe is the target of any of your non-hex Mesmer skills, that foe loses 1 Energy and takes 5..25 damage per point of Energy lost. If the target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15..100 damage. (Domination Magic)
Stance. For 30..90 seconds, You gain +40 armor against physical damage, but you lose 24..12 armor against elemental damage. (Inspiration Magic)
Enchantment spell. For 5..11 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 3 seconds. (Illusion Magic)
Spell. Transfer all conditions from all foes in the area to target foe. (No Attribute)
Assassin
Elite Stance. For 5..30 seconds, you have a 75% chance to block incoming attacks while attacking. If you block an attack in this way, your attacker takes 5..20 damage. (Dagger Mastery)
Spell. Shadow Step to target spirit. (No Attribute)
Dagger attack. If this attack hits, you strike for +8..20 damage. If target foe is suffering from a Hex, that foe is Crippled for 3..15 seconds. (Dagger Mastery)
Signet. For each condition suffered by target foe, you lose one condition. (No Attribute)
Enchantment spell. For 60 seconds, whenever you successfully land a critical hit, you gain 10..40 Health. (Shadow Arts)
Enchantment spell. For 4..10 seconds, you have a 75% chance to block. Critical Defenses refreshes every time you land a critical hit. (Critical Strikes)
Hex spell. For 3..15 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe has 20 less armor against your attacks. (Shadow Arts)
Dagger attack. If Mantis Sting hits, target foe takes +5..15 damage. If this attack strikes a moving foe, that foe is Crippled for 3..15 seconds. (Dagger Mastery)
Paragon
Elite Shout. Target other ally loses all conditions. If a condition was removed in this way, that ally moves 25% faster for 1..10 second[s]. (Motivation)
Spear attack. If this attack hits, you deal +5..20 damage. If you are under the effects of an enchantment, this spear flies twice as fast and cannot be blocked. (Spear Mastery)
Skill. For each nearby ally, you gain 2 Energy (maximum 8..12 Energy). (Motivation)
Skill. If this skill hits a knocked-down foe, that foe becomes Dazed for 5..15 seconds. Awe has half the normal range. (Leadership)
Signet. If you are under the effects of a shout or chant, you gain 2 strikes of adrenaline. (No Attribute)
Spear attack. If this attack hits a foe with Cracked Armor, that foe suffers a Deep Wound for 5..20 seconds. (Spear Mastery)
Chant. For 10 seconds, the next time each party member within earshot uses a spell, that party member gains 30..90 Health. (Motivation)
Echo. For 20 seconds, target non-spirit ally has a 5..20% chance to block incoming attacks. This echo is reapplied every time a chant or shout ends on that ally. (Command)
Dervish
Elite Flash enchantement spell. When you cast this enchantment, all nearby foes are Blinded for 1..7 second[s]. For 30 seconds, if you are wielding an earth weapon, your melee attacks deal +3..15 earth damage. When this enchantment ends, you are cured of Blindness. (Earth Prayers)
Enchantment spell. All adjacent foes suffer from Weakness for 5..15 seconds. For 15 seconds, you take 5..20 less damage from foes suffering from a condition. (Earth Prayers)
Flash enchantement spell. All adjacent foes suffer from Disease for 1..2 second[s]. For 20 seconds, nothing happens. Disease duration is doubled if you are enchanted when you activate this skill. When this enchantment ends, all party members in earshot are cured of Disease. (Mysticism)
Spell. You are healed for 5..65 Health. Also heals all enchanted party members for 5..65 Health. (Wind Prayers)
Flash enchantement spell. For 20 seconds, you deal 5..25 less damage and steal 5..25 Health whenever you hit with a scythe attack. When you cast this enchantment you steal 5..25 Health from all adjacent foes. (Wind Prayers)
Spell. Deals 15..65 cold damage to target foe. You lose one Dervish enchantment. If an enchantment was removed, target foe loses 1 enchantment and you gain 1 strike of adrenaline. (Mysticism)
Spell. Target touched ally is healed for 15..60 Health for each Enchantment on you (maximum 150). (Wind Prayers)
Enchantment spell. Lose all adrenaline. For 20 seconds, you gain 1..4 Energy every time an enchantment on you ends. (Mysticism)
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