Ranger
Elite Nature ritual. Create a level 1..10 spirit. For non-spirit creatures within its range, all physical damage is fire damage instead. This spirit dies after 30..150 seconds. (Wilderness Survival)
Skill. For 13 seconds, you gain +3..10 Health regeneration. (Wilderness Survival)
Trap. When Tripwire is triggered, all nearby foes are struck for 5..20 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this skill, you are easily interrupted. (Wilderness Survival)
Bow attack. If Marauder's Shot hits, you strike for +10..35 damage and all your non-attack skills are disabled for 10 seconds. (Marksmanship)
Shout. For 120 seconds, your animal companion has a 5..20 base damage reduction. (Beast Mastery)
Bow attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1..16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. (Expertise)
Trap. When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5..20 fire damage and set on fire for 1..3 second[s]. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. (Wilderness Survival)
Shout. For 10..25 seconds, your animal companion gains +24 armor and cannot be blocked. (Beast Mastery)
Mesmer
Elite Hex spell. For 1..10 second[s], target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted. (Domination Magic)
Skill. For 2..6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds. (Domination Magic)
Hex spell. For 3..24 seconds, target foe's attacks do +10 damage, but there is a 50% chance that the damage from each attack will be done to that foe instead. (Maximum 15..100 damage.) (Illusion Magic)
Spell. Target foe takes 15..75 damage. If target foe is suffering from 2 or more hexes, that foe suffers a Deep Wound for 5..20 seconds. (Illusion Magic)
Hex spell. For 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 1..10 damage and an additional 1..10 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. (Domination Magic)
Hex spell. For 10 seconds, target foe has -1 Energy degeneration. If this hex is removed prematurely, that foe loses 1..5 Energy. (Inspiration Magic)
Hex spell. For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10..56 seconds to recharge. (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)
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..4 Energy or Dark Apostasy ends. (Critical Strikes)
Stance. For 3 seconds, you run 50% faster. (No Attribute)
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)
Signet. For each condition suffered by target foe, you lose one condition. (No Attribute)
Signet. If target foe is suffering from Poison, that foe takes 10..100 damage. (Deadly Arts)
Hex spell. For 10..35 seconds, whenever target foe enters a stance, you enter the same stance. (Shadow Arts)
Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65..200. (Shadow Arts)
Enchantment spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5..20 Energy. (Shadow Arts)
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