Warrior
Elite Sword attack. If this attack hits, target foe is Crippled for 5..15 seconds and begins Bleeding for 10..25 seconds. (Swordsmanship) Melee attack. If this blow hits, you deal +20..40 damage. If you have more Health than target foe, you gain 1..2 strike[s] of adrenaline. (Tactics) Melee attack. If this attack hits, you strike for +5..35 damage. If you hit an attacking foe, you gain 2..6 Energy. (Strength) Stance. For 1..6 second[s], while wielding a shield, you have a 75% chance to block incoming attacks, and damage is reduced by 2 for each rank of Strength (maximum 15 damage reduction). (Tactics) Signet. You gain 82..172 Health. You have -40 armor while using this skill. (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) Sword attack. Lose all adrenaline. If Final Thrust hits, you deal 1..40 more damage. This damage is doubled if your target was below 50% Health. (Swordsmanship) Melee attack. If this attack hits a moving foe, you strike for +5..30 damage, and your target is knocked down. (Strength) Ranger
Elite Nature ritual. Create a level 1..10 spirit. Spells cast within its range that cause Overcast cause an additional 10 Overcast. This spirit dies after 30..150 seconds. (Wilderness Survival) Signet. Cleanse yourself of Poison, Disease, and Blindness, and one additional condition. (No Attribute) Stance. All your non-attack skills are disabled for 5 seconds. For 5..11 seconds, you attack 25% faster. (Beast Mastery) Pet attack. Your animal companion attempts a Bestial Mauling that deals +5..20 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 4..10 seconds. (Beast Mastery) Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3..15 seconds. (Wilderness Survival) Pet attack. Your animal companion attempts a Predator's Pounce that deals +5..35 damage. If that attack hits, your animal companion gains 5..50 Health. (Beast Mastery) Skill. If you have less Health than your pet, you are healed for 30..120 Health. If your pet has less Health than you, it is healed for 30..120 Health. (Beast Mastery) Bow attack. If this attack hits, you deal +5..20 damage. If it hits a foe with Cracked Armor, you gain 5..10 Energy. (Marksmanship) Monk
Elite Enchantment spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6..60. All your Protection Prayers are disabled for 5 seconds. (Protection Prayers) Enchantment spell. While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (maximum 5..20 damage). (Smiting Prayers) Enchantment spell. For 1..15 seconds, target other ally loses a hex every 5 seconds. (Healing Prayers) Enchantment spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3..30 Health. (Healing Prayers) Spell. All negative conditions are transferred from target other ally to yourself. For each condition acquired, you gain 6..26 Health. (Protection Prayers) Enchantment spell. For 8..18 seconds, target ally has +10 Health regeneration. This enchantment ends if that ally attacks or uses a skill. (Healing Prayers) Enchantment spell. For 2..7 seconds, target ally has a 50% chance to block attacks. (Protection Prayers) Enchantment spell. For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 15..80. (Protection Prayers) Mesmer
Elite Enchantment spell. For 30 seconds, your melee attacks neither hit nor fail to hit. Instead, Illusionary Weaponry deals 8..40 damage to your targets for each melee attack. You have +5 armor for each equipped Illusion Magic skill. (Illusion Magic) Hex spell. For 6 seconds, the next time target foe casts a spell that targets a foe, the spell fails and you steal up to 5..14 Energy from that foe. (Domination Magic) Stance. For 5..80 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10..46 damage. (Domination Magic) Enchantment spell. If you cast a spell in the next 20 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill. (No Attribute) Spell. Remove one Mesmer hex from target foe. If a hex was removed, that foe and all adjacent foes takes 15..75 damage. (Domination 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) Signet. For 10 seconds, you have -4 Energy regeneration. When this effect ends, you gain 13..20 Energy. (Inspiration Magic) Hex spell. For 8..20 seconds target foe cannot use signets. (Domination Magic) Elementalist
Elite Spell. Send out a fast-moving Water Trident, striking target foe and up to 2 adjacent foes for 10..90 cold damage if it hits. If it hits a moving foe, that foe is knocked down. (Water Magic) Enchantment spell. For 40..60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 100..300% of the spell's Energy cost. (Friend of the Luxon Title Track) Spell. Target foe is struck for 5..40 lightning damage. If you are Overcast, two foes near your target are struck for 15..85 lightning damage. Damage from Arc Lightning has 25% armor penetration. (Air Magic) Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes foes near that location for 10..40 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down. (Earth Magic) Hex spell. Target and adjacent foes are struck for 20..80 cold damage and move 66% slower for 2..6 seconds. (Water Magic) Enchantment spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5..20 fire damage. (Fire Magic) Spell. Create Breath of Fire at target foe's current location. For 5 seconds, foes adjacent to that location are struck for 10..40 fire damage each second. (Fire Magic) Spell. Target foe is struck for 7..112 fire damage. If that foe is attacking or casting a spell, nearby foes are also struck for 7..112 fire damage. (Fire Magic) Assassin
Elite Hex spell. For 5..20 seconds, target foe deals 5..50 less damage with attacks and all of your attacks against that foe have an additional 33% chance of being a critical hit. (Deadly Arts) Dagger attack. If it hits, Black Lotus Strike strikes for +10..31 damage. If target foe is suffering from a Hex, you gain 5..13 Energy. (Critical Strikes) Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +10..25 damage and you gain 5..20 Energy. (Dagger Mastery) 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) Spell. Shadow Step to target spirit. (No Attribute) Dual attack. Must follow an off-hand attack. If it hits, you deal +5..20 damage. If you a hit a Crippled foe, that foe is knocked down. (Dagger Mastery) Enchantment spell. For 60 seconds, while holding a non-dagger weapon, you have an additional 3..33% chance to land a critical hit. (Critical Strikes) 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) Dervish
Elite Enchantment spell. For 20 seconds, you have -3 Energy regeneration, and you gain 1..6 Energy every time you hit with an attack. (Wind Prayers) Spell. You are healed for 5..65 Health. Also heals all enchanted party members for 5..65 Health. (Wind Prayers) Enchantment spell. Lose all adrenaline. For 20 seconds, you gain 1..4 Energy every time an enchantment on you ends. (Mysticism) Flash enchantement spell. All nearby foes are struck for 10..40 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all nearby foes have Cracked Armor for 1..10 second[s]. (Earth Prayers) Signet. Remove one Dervish enchantment. Target foe is Crippled for 5..15 seconds. If an enchantment was removed, all foes nearby your target are also Crippled and this signet recharges 75% faster. (Wind Prayers) Skill. For 10 seconds, your next Dervish enchantment lasts 10..150% longer. (Mysticism) Enchantment spell. For 5..20 seconds, you have +1..4 Health regeneration for each enchantment (maximum of 8) on you. (Earth Prayers) Melee attack. If this attack hits, you inflict Bleeding for 5..15 seconds. If you are enchanted, you also inflict Cracked Armor for 1..10 second[s]. (Mysticism)
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