Warrior
Elite Skill. For 20 seconds you have an additional 90..300 Health, an additional 20 armor, and you take -1..10 less damage. (Strength)
Stance. For 8 seconds, you attack 33% faster but take double damage. (No Attribute)
Hammer attack. Lose all adrenaline. Attack all adjacent foes. If this attack strikes a foe suffering from a condition, that foe is knocked down. (50% failure chance with Hammer Mastery 4 or less.) (Hammer Mastery)
Axe attack. When this attack hits, you deal +5..20 damage. If target foe is suffering from a Deep Wound, you interrupt that foe's action. (Axe Mastery)
Hammer attack. If this attack strikes a foe who is knocked down, the resulting dust cloud will blind adjacent foes for 3..7 seconds. (Hammer Mastery)
Stance. For 1..5 second[s], you have a 75% chance to block melee and projectile attacks. When Defensive Stance ends, you gain one strike of adrenaline for each melee attack skill you have (maximum 0..4). (Tactics)
Stance. For 1..6 second[s], you have a 75% chance to block attacks. If you block a projectile attack, adjacent foes suffer from Bleeding for 5..15 seconds. (Tactics)
Shout. For 4..6 seconds, all other party members gain +100 armor. (Friend of the Kurzick Title Track)
Monk
Elite Enchantment spell. For 3..10 seconds, target ally has a 75% chance to block attacks and gains 15..30 armor. (Protection Prayers)
Enchantment spell. For 1..14 second[s], Monk Spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.) (Divine Favor)
Spell. Resurrect target touched dead target party member with 50% Health and 5..20% Energy. That party member and all allies within earshot are healed for 55..130 Health. (Healing Prayers)
Enchantment spell. For 1..15 seconds, target other ally loses a hex every 5 seconds. (Healing Prayers)
Enchantment spell. For 5..20 seconds, while you are casting spells, foes cannot target you with spells. When Spell Shield ends, all your skills are disabled for 10..5 seconds. (Divine Favor)
Enchantment spell. For 8 seconds, foes adjacent to target ally take 10..25 holy damage each second. (Smiting Prayers)
Spell. Heal yourself and all adjacent creatures for 30..180 points. (Healing Prayers)
Skill. Lose all enchantments. For each one lost, you gain 0..80 Health, lose one hex, and lose one condition (maximum 1..8 hexes and conditions). (Divine Favor)
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)
Signet. For 10 seconds, you have -4 Energy regeneration. When this effect ends, you gain 13..20 Energy. (Inspiration Magic)
Spell. Transfer all conditions from all foes in the area to target foe. (No Attribute)
Spell. If target foe is using a skill, that skill is interrupted and disabled for target foe and all foes in the area for an additional 5..12 seconds. (Domination Magic)
Stance. For 10..40 seconds, you have +3 armor for each signet you have equipped. Whenever you use a signet you gain 5..60 health. (Inspiration Magic)
Hex spell. For 5..15 seconds, whenever target foe attacks, that foe takes 10..55 damage and deals 1..15 less damage. (Domination Magic)
Hex spell. For 2..16 seconds, target foe suffers -8 Health degeneration. (Illusion Magic)
Hex spell. For 4 seconds, target and adjacent foes are hexed with Clumsiness. The next time each foe attacks, the attack is interrupted and that foe suffers 10..92 damage. (Illusion Magic)
Paragon
Elite Skill. For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20..200 Health. Angelic Bond ends on all other allies. (Leadership)
Chant. For 5..20 seconds, each ally within earshot gains 4 Energy regeneration until that ally uses a Skill. (Motivation)
Skill. For each nearby ally, you gain 2 Energy (maximum 8..12 Energy). (Motivation)
Echo. For 15 seconds, target non-spirit ally has +2..3 Health regeneration. This echo is reapplied every time a chant or shout ends on that ally. (Motivation)
Spear attack. If this attack hits, you deal +10..40 damage. This attack cannot be blocked. (Spear Mastery)
Chant. For 10 seconds, the next time each ally within earshot uses an attack skill, that ally gains 1..8 Energy. (Motivation)
Shout. For 15 seconds, all party members within earshot and below 75% Health gain +1..5 Health regeneration. (Command)
Spear attack. If this attack hits, you deal +5..20 damage and target foe is Dazed for 4..10 seconds. This attack has melee range. (Leadership)
Dervish
Elite Enchantment spell. For 15 seconds, whenever you attack a foe with your scythe, you deal 10..25 slashing damage to all adjacent foes. (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)
Flash enchantement spell. For 3..10 seconds you have a 50% chance to block while attacking. When this enchantment ends, you inflict Weakness on all adjacent foes for 3..15 seconds. (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)
Flash enchantement spell. All adjacent foes are struck for 10..40 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all adjacent foes are Blinded for 1..4 second[s]. (Earth Prayers)
Flash enchantement spell. All nearby foes are set on fire for 1..3 second[s]. For 20 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 1..2 strike[s] of adrenaline if any foes are within earshot. (Mysticism)
Stance. Remove 1 Dervish enchantment. For 1..7 second[s], you attack 25% faster. If an enchantment was removed, this stance lasts twice as long. (Mysticism)
Flash enchantement spell. All nearby foes begin Bleeding for 5..15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3..8 seconds. (Earth Prayers)
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