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Friday, March 10, 2006

Guild Wars: Factions skills for Prophecies professions

Firstly, a disclaimer. I asked Gaile whether it was ok to post these and she said yes, as long as I don't add the actual numbers on effect/recharge/etc since they're pretty much guaranteed to change before release. Therefore this won't give you an idea of whether the skills are actually good or not but it will give you the flavour. I don't have all the skills but I do have a bunch of them.

Elementalist


Air


Lightning Hammer - Target foe is struck for {some} lightning damage. Lightning Hammer has {%} armour penetration.

Fire


Bed of Coals - Create a Bed of Coals at your location. For {duration 1} seconds, foes standing still near this location are struck for {some} damage each second. Any foe knocked down on the Bed of Coals is set on fire for {duration 2} seconds.

General


Second Wind {Elite} - You gain {some} Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.

Glyph of Essence - For {duration} seconds, your next Spell casts instantly but causes you to lose all Energy.

Mesmer


Domination


Psychic Instability {Elite} - For {duration} seconds, any time target foe is interrupted, that foe is knocked down.

Signet of Destruction - If target foe is casting a Spell, the Spell is interrupted and that foe suffers {some} damage. If that Foe is Hexed, Signet of Disruption can interrupt any non-Spell skills.

Unnatural Signet - Target foe takes {some} damage. If that foe was a Spirit, this Signet recharges {much} faster than normal.

Fast Casting


Power Return - If target foe is casting a Spell, that Spell is interrupted and target foe gains {some} Energy.

Expel Hexes {Elite} - Remove up to 2 Hexes from target ally.

General


Lyssa's Balance - If you have fewer Enchantments than target foe, that foe loses one Enchantment.

Inspiration


Auspicious Incantation - For seconds, the next Spell you use is disabled for an additional and you gain Energy equal to {some}% of that spell's Energy cost. Auspicious Incantation has an additional recharge time equal to that spell's Energy cost.

Lyssa's Aura {Elite} - For {duration} seconds, whenever you are the target of an enemy Spell, you steal up to {some} Energy from the caster.

Illusion


Recurring Insecurity {Elite} - For {duration 1} seconds, target foe suffers from {some} Health degeneration. If that foe is Hexed again, Recurring Insecurity is renewed for seconds.

Shared Burden {Elite} - For {duration} seconds, target foe and all nearby foes move {a lot} slower.


Monk


Divine Favour


Blessed Light {Elite} - Heal target ally for {some} Health and remove one Condition and one Hex.

Boon Signet {Elite} - Heal target ally for {some} Health. For each Enchantment on that ally, you gain {a little} Energy (maximum {some} Energy).

Healing Prayers


Ethereal Light - Target ally is healed for {some} Health. This spell is easily interrupted.

Healing Whisper - Target other ally is healed for {some} Health. This spell has half the normal range.

Healing Light {Elite} - Heal target ally for {some} Health. If your target has an Enchantment, you gain {a little} Energy.

Protection Prayers


Air of Enchantment {Elite} - For {duration} seconds, Enchantments cast on target other ally cost {some} less Energy.

Spirit Bond - For {duration} seconds, whenever target ally takes more than {amount} damage from a single attack or Spell, that ally is healed for {some} Health.

Smiting Prayers


Spear of Light - Spear of Light flies toward target foe and deals {some} damage if it hits. Spear of Light deals {more} damage if it hits an attacking foe.

Word of Censure {Elite} - Target foe takes {some} holy damage. If your target was below {%} health, Word of Censure takes {a duration} additional seconds to recharge.

Necromancer


Blood Magic


Blood Bond - For {duration} seconds, target ally gains +{some} Health regeneration and you suffer -{some} Health degeneration.

Cultist's Fervor {Elite} - For {some} seconds, your spells cost -{several} Energy to cast, but you sacrifice {%} Health each time you cast a Spell.

Jaundiced Gaze - Sacrifice {%} Health. If target foe has more Health than you, you steal up to {amount} Health. Otherwise, you deal {some} damage.

Curses


Gaze of Contempt - If target foe has more than {%} Health, that foe loses all Enchantments.

Order of Apostasy {Elite} - For {duration} seconds, whenever a party member hits a foe, that foe loses one Enchantment. For each Monk Enchantment removed, you lose {%} Health.

Reckless Haste - For {duration}, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack {%} faster, but have a {different %} chance to miss with attacks.

Well of Weariness - Exploit target corpse to create a Well of Weariness for {duration} seconds. Enemies within the Well of Weariness suffer -{amount} Energy degeneration.

Death Magic


Animate Vampiric Horror - Exploit nearest corpse to animate a {level} Vampiric Horror. Whenever a Vampiric Horror you control deals damage, you gain the same amount of Health.

Taste of Pain - If target foe is below {%} Health, you gain {amount} Health.

Soul Reaping



There were 2 Elite Soul Reaping skills (woo!) but I'm not sure what they do.

Ranger


Beast Mastery



Bestial Mauling - Your animal companion attempts a Bestial Mauling that deals +{some} damage. If the attack strikes a knocked-down foe, that foe is interrupted and Dazed for {duration} seconds.

Enraged Lunge {Elite} - Your animal companion attempts an Enraged Lunge that deals +{some} damage (maximum bonus {more}) for each recharging Beast Mastery skill.

Heal as One {Elite} - If you or your animal companion are below {%} Health, you both gain {some} Health.

Pounce - Your animal companion's next attack is a Pounce that deals +{some} damage. If the attack strikes a moving foe, that foe is knocked down.

Expertise


Glass Arrows {Elite} - For {duration} seconds, your arrows strike for +{some} damage if they hit and cause Bleeding for {duration 2} seconds if they are Blocked.

Trapper's Focus {Elite} - For {duration} seconds, your trap skills are not easily interruptible.

Marksmanship



Focused Shot - If Focused Shot hits, you strike for +{some} damage but all of your other attack skills are disabled for {duration} seconds.

Melandru's Shot {Elite} - If Melandru's Shot hits, you deal +{some} damage. If it hits an enchanted foe, you gain +{some} Energy.


Alright, that's what I've got. Some really interesting mechanics and if the numbers work out to be favourable there's some potentially very powerful skills there.

6 Comments:

Blogger Brinstar said...

Those Domination Skills look awesome.

3/10/2006 12:31:00 PM  
Blogger Clamatius said...

Ah, you can't really tell right now. If the final versions have a 2 minute recharge then clearly they're unplayable. It's all going to depend on the numbers. I didn't notice anything that's at the other end of the spectrum - i.e. at any cost it's way too good.

Speaking of Domination, Psychic Instability looks pretty terrible at any cost, especially as an Elite.

3/10/2006 04:11:00 PM  
Anonymous Anonymous said...

Signet of Destruction ...Signet of Disruption...

Think you made a typo there. Or else that you posted two skill to close to each other ;)

Great info tough thanks.

3/11/2006 03:49:00 AM  
Blogger Clamatius said...

Not a typo, they are two different skills.

3/11/2006 08:26:00 AM  
Anonymous Anonymous said...

Savage Pounce looks a whole lot like Bestial Pounce.

3/13/2006 11:14:00 AM  
Blogger Clamatius said...

You are indeed correct. It's another placeholder skill that will probably be replaced.

Removed Savage Pounce - thankyou!

3/13/2006 11:41:00 AM  

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