EoE Bomb

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EoE bomb Visit the EoE bomb topic if you want to discuss/improve this description.

Introduction A "eoe bomb" is a build where 7 players will try to kill themselfe, this will trigger the skill Edge of Extinction

Edge of Extinction

   * 60
   * 5
   * 5

Nature Ritual. Create a level 11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 52 damage to all nearby creatures of the same type. This Spirit dies after 158 seconds. (Attrib: 16 Beast Mastery) . There should be at least 2 waves of sacs that should deal more then 600 dmg.

Build set up A eoe bomb team needs: -A ranger with Edge of Extinction

Edge of Extinction

   * 60
   * 5
   * 5

Nature Ritual. Create a level 1..10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14..50 damage to all nearby creatures of the same type. This Spirit dies after 30..150 seconds. (Attrib: Beast Mastery) , Mantra of Resolve

Mantra of Resolve

   * 20
   * 10

Stance. For 30..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..4 Energy or Mantra of Resolve ends. (Attrib: Inspiration Magic) , Oath Shot

Oath Shot

   * 20
   * 10

Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) (Attrib: Expertise) , 16 BM and 105 health -A rezzer with Light of Dwayna

Light of Dwayna

   * 20
   * 4
   * 25

Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy. , Arcane Echo

Arcane Echo

   * 30
   * 2
   * 15

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. , Mantra of Resolve

Mantra of Resolve

   * 20
   * 10

Stance. For 30..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..4 Energy or Mantra of Resolve ends. (Attrib: Inspiration Magic) and some skills to keep him alive when the eoe bomb is going on. (like Mark of Protection

Mark of Protection

   * 45
   * 1
   * 10

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. (Attrib: Protection Prayers) and Illusion of Weakness

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 50..240 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 50..240 Health. (Attrib: Illusion Magic) ) -at least 3 people that can sacrifice their health, this will activate Edge of Extinction

Edge of Extinction

   * 60
   * 5
   * 5

Nature Ritual. Create a level 11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 52 damage to all nearby creatures of the same type. This Spirit dies after 158 seconds. (Attrib: 16 Beast Mastery) . Mantra of Resolve

Mantra of Resolve

   * 20
   * 10

Stance. For 30..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..4 Energy or Mantra of Resolve ends. (Attrib: Inspiration Magic) to prevent interrupts are prefered. -some other people with 105 or less health, they should die when the saccers sacrifice all their health.

About saccers and people that will die when the eoe bomb is activated -Every body should take some skills to kill remaining survivors. -there should be some copy's of Mark of Protection

Mark of Protection

   * 45
   * 1
   * 10

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. (Attrib: Protection Prayers) around. -Lively Was Naomei

Lively Was Naomei

   * 20
   * 6
   * 15

Item Spell. Hold Naomei's ashes for up to 45 seconds. When you drop her ashes, all party members in the area are resurrected with 15..75% Health and zero Energy. (Attrib: Restoration Magic) can increase the amount of waves a eoe bomb deals. -Icy Veins

Icy Veins

   * 15
   * 1
   * 5

Elite Hex Spell. Target foe is struck for 10..90 cold damage. For 10..35 seconds, if target foe dies all nearby foes are struck for 20..110 cold damage. (Attrib: Soul Reaping) can be a fun skill. -Everybody needs different weapon sets.


Skills that can be used to activate the eoe bomb -Blood is Power

Blood is Power

   * ¼
   * 5

Elite Enchantment Spell. Sacrifice 33% maximum Health. For 10 seconds, target other ally gains +3..6 Energy regeneration. (Attrib: Blood Magic) or any other sacrifice skill -Illusion of Weakness

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 50..240 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 50..240 Health. (Attrib: Illusion Magic)

-Ether Prodigy

Ether Prodigy

   * 5
   * 1
   * 5

Elite Enchantment Spell. Lose all Enchantments. For 5..20 seconds, you gain +6 Energy regeneration. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion. (Attrib: Energy Storage) + Contemplation of Purity

Contemplation of Purity

   * 10
   * ¼
   * 5

Skill. Lose all Enchantments. For each one lost, you gain 6..80 Health, lose one Hex, and lose one Condition. (Attrib: Divine Favor) and more then 55 max Energy (without weapons). -Infuse Health

Infuse Health

   * ¼
   * 10

Spell. Lose half your current Health. Target other ally is healed for 100..136% of the amount you lost. (Attrib: Healing Prayers) and a vampiric weapon

How to play -the rezmer uses Illusion of Weakness

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 50..240 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 50..240 Health. (Attrib: Illusion Magic) , this will prevent him from dieing after the first wave. -a saccer could cast Lively Was Naomei

Lively Was Naomei

   * 20
   * 6
   * 15

Item Spell. Hold Naomei's ashes for up to 45 seconds. When you drop her ashes, all party members in the area are resurrected with 15..75% Health and zero Energy. (Attrib: Restoration Magic) when the gate opens (if you have it). -activate any mantra's. -Run out and use Edge of Extinction

Edge of Extinction

   * 60
   * 5
   * 5

Nature Ritual. Create a level 11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 52 damage to all nearby creatures of the same type. This Spirit dies after 158 seconds. (Attrib: 16 Beast Mastery) on a safe spot. -ball up (should be done before Edge of Extinction

Edge of Extinction

   * 60
   * 5
   * 5

Nature Ritual. Create a level 1..10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14..50 damage to all nearby creatures of the same type. This Spirit dies after 30..150 seconds. (Attrib: Beast Mastery) is finished) -sac for the first time -> everybody should get rezzed with Lively Was Naomei

Lively Was Naomei

   * 20
   * 6
   * 15

Item Spell. Hold Naomei's ashes for up to 45 seconds. When you drop her ashes, all party members in the area are resurrected with 15..75% Health and zero Energy. (Attrib: Restoration Magic) . -Mark of Protection

Mark of Protection

   * 45
   * 1
   * 10

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. (Attrib: Protection Prayers) is casted on the rezmer -sac for the second time -> everybody should get rezzed with Light of Dwayna

Light of Dwayna

   * 20
   * 4
   * 25

Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy.


If somebody is still alive, move, use Draw Spirit

Draw Spirit

   * 5
   * 1
   * 5

Spell. Teleport target allied Spirit to your location. and sac for the last time.

Counters -Let somebody run out (somebody with self heals if possible), this will probably force them to use their eoe bomb before your party is in range. -Fertile Season

Fertile Season

   * 60
   * 5
   * 5

Nature Ritual. Create a level 1..10 Spirit. Non-Spirit creatures within range have +50..350 maximum Health and gain +15 armor. This Spirit dies after 15..45 seconds. (Attrib: Beast Mastery) will ruin their eoe bomb. -Dwayna's Sorrow

Dwayna's Sorrow

   * 5
   * 1
   * 5

Enchantment Spell. For 30 seconds, target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 5..50. (Attrib: Healing Prayers) can counter a eoe bomb in some ways. -a lot of interrupts, but they should have Mantra of Resolve

Mantra of Resolve

   * 20
   * 10

Stance. For 30..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..4 Energy or Mantra of Resolve ends. (Attrib: Inspiration Magic)

-Earthquake

Earthquake

   * 15
   * 3
   * 25

Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26..100 earth damage. This Spell causes Exhaustion. (Attrib: Earth Magic) and other (AoE) KD's

Variants/Examples

-Balance eoe: (reported by kittysoft) Ranger / Mesmer 6+3 Expertise 12+4 Beast Mastery 3+3 Wilderness Survival 8 Inspiration Magic 8 Illusion Magic


Oath Shot

   * 20
   * 10(6)

Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) (Attrib: 6+3 Expertise)

Edge of Extinction

   * 60
   * 5
   * 5(3)

Nature Ritual. Create a level 11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 52 damage to all nearby creatures of the same type. This Spirit dies after 158 seconds. (Attrib: 12+4 Beast Mastery)

Viper's Nest

   * 30
   * 2
   * 10(6)

Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 53 piercing damage and become Poisoned for 21 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted. (Attrib: 12+4 Beast Mastery)

Charm Animal

   * 10
   * 10(6)

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 12+4 Beast Mastery)

Troll Unguent

   * 10
   * 3
   * 5(3)

Skill. For 10 seconds, you gain +6 Health regeneration. (Attrib: 3+3 Wilderness Survival)

Mantra of Resolve

   * 20
   * 10(6)

Stance. For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. (Attrib: 8 Inspiration Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 151 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 151 Health. (Attrib: 8 Illusion Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Edge of Traps Elementalist / Mesmer 7+3 Energy Storage 12+4 Earth Magic 8 Inspiration Magic 8 Illusion Magic


Glyph of Energy

   * 15
   * 1
   * 5

Elite Glyph. For 15 seconds, your next Spell costs 20 less Energy to cast and does not cause Exhaustion.

Obsidian Flame

   * 5
   * 2
   * 5

Spell. Deal 118 damage to target foe. This Spell ignores armor but causes Exhaustion. (Attrib: 12+4 Earth Magic)

Ward of Stability

   * 30
   * 1
   * 10

Ward Spell. Create a Ward of Stability at your current location. For 26 seconds, non-Spirit allies in the area cannot be knocked down. (Attrib: 12+4 Earth Magic)

Ward Against Melee

   * 20
   * 1
   * 10

Ward Spell. You create a Ward Against Melee at your current location. For 21 seconds, non-Spirit allies in this area have a 50% chance to evade melee attacks. (Attrib: 12+4 Earth Magic)

Ether Feast

   * 8
   * 2
   * 5

Spell. Target foe loses 3 Energy. You are healed 33 for each point of Energy lost. (Attrib: 8 Inspiration Magic)

Mantra of Resolve

   * 20
   * 10

Stance. For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. (Attrib: 8 Inspiration Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 151 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 151 Health. (Attrib: 8 Illusion Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Ward of Flames Warrior / Ranger 5+3 Strength 12+4 Swordsmanship 9+3 Tactics 8 Wilderness Survival


Hamstring

   * 15
   * 10

Sword Attack. If this attack hits, your target is Crippled for 16 seconds, slowing his movement. (Attrib: 12+4 Swordsmanship)

Sever Artery

   * 4

Sword Attack. If this attack hits, the opponent begins Bleeding for 26 seconds, losing Health over time. (Attrib: 12+4 Swordsmanship)

Gash

   * 7

Sword Attack. If this attack hits a Bleeding foe, you strike for 21 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 21 seconds. (Attrib: 12+4 Swordsmanship)

"Charge!"

   * 20
   * 5

Elite Shout. For 10 seconds, all allies in the area move 25% faster. (Attrib: 9+3 Tactics)

Troll Unguent

   * 10
   * 3
   * 5

Skill. For 10 seconds, you gain +7 Health regeneration. (Attrib: 8 Wilderness Survival)

Charm Animal

   * 10
   * 10

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: Beast Mastery)

Frenzy

   * 4
   * 5

Stance. For 8 seconds, you attack 33% faster but take double damage.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Charged Conditions Necromancer / Mesmer 7+1 Soul Reaping 12+4 Blood Magic 8+1 Death Magic 8 Inspiration Magic


Awaken the Blood

   * 45
   * 1
   * 10

Enchantment Spell. For 46 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount. (Attrib: 12+4 Blood Magic)

Vile Miasma

   * 15
   * 1
   * 10

Hex Spell. Target foe is struck for 69 cold damage. If suffering from a Condition, that foe is hexed with Vile Miasma and suffers -4 Health degeneration for 10 seconds. (Attrib: 12+4 Blood Magic)

Death Nova

   * 2
   * 5

Enchantment Spell. For 30 seconds, if target ally dies, all adjacent foes take 70 damage and are Poisoned for 15 seconds. (Attrib: 8+1 Death Magic)

Putrid Explosion

   * 5
   * 1
   * 10

Spell. The corpse nearest your target explodes, sending out a shockwave that deals 82 damage to nearby foes. (Attrib: 8+1 Death Magic)

Vampiric Gaze

   * 5
   * 1
   * 10

Spell. Steal up to 63 Health from target foe. (Attrib: 12+4 Blood Magic)

Mantra of Resolve

   * 20
   * 10

Stance. For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. (Attrib: 8 Inspiration Magic)

Blood is Power

   * ¼
   * 5

Elite Enchantment Spell. Sacrifice 33% maximum Health. For 10 seconds, target other ally gains +6 Energy regeneration. (Attrib: 12+4 Blood Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Awaken the Miasma Mesmer / Necromancer 9+1 Fast Casting 9+1 Inspiration Magic 12+4 Illusion Magic


Epidemic

   * 5
   * ¼(0.16)
   * 10

Spell. Transfer all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.

Fragility

   * 5
   * 1(0.63)
   * 10

Hex Spell. For 21 seconds, target foe takes 21 damage each time that foe suffers or recovers from a new Condition. (Attrib: 12+4 Illusion Magic)

Conjure Phantasm

   * 5
   * 1(0.63)
   * 10

Hex Spell. For 15 seconds, target foe experiences -5 Health degeneration. (Attrib: 12+4 Illusion Magic)

Images of Remorse

   * 5
   * 2(1.26)
   * 5

Hex Spell. For 10 seconds, target foe suffers -4 Health degeneration. If that foe was attacking, that foe takes 55 damage. (Attrib: 12+4 Illusion Magic)

Ether Feast

   * 8
   * 2(1.26)
   * 5

Spell. Target foe loses 3 Energy. You are healed 37 for each point of Energy lost. (Attrib: 9+1 Inspiration Magic)

Mantra of Resolve

   * 20
   * 10

Stance. For 70 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 6 Energy or Mantra of Resolve ends. (Attrib: 9+1 Inspiration Magic)

Blood is Power

   * ¼(0.16)
   * 5

Elite Enchantment Spell. Sacrifice 33% maximum Health. For 10 seconds, target other ally gains +3..6 Energy regeneration. (Attrib: Blood Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Conjure Remorse Monk / Mesmer 8+1 Divine Favor 11+4 Healing Prayers 9+1 Protection Prayers 8 Inspiration Magic


Mark of Protection

   * 45
   * 1
   * 10

Elite Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 42. All your Protection Prayers are disabled for 5 seconds. (Attrib: 9+1 Protection Prayers)

Light of Dwayna

   * 20
   * 4
   * 25

Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy.

Arcane Mimicry

   * 60
   * 2
   * 15

Spell. For 20 seconds, Arcane Mimicry becomes the Elite skill from target other ally.

Heal Party

   * 2
   * 2
   * 15

Spell. Heal entire party for 80 Health. (Attrib: 11+4 Healing Prayers)

Orison of Healing

   * 2
   * 1
   * 5

Spell. Heal target ally for 70 Health. (Attrib: 11+4 Healing Prayers)

Mantra of Resolve

   * 20
   * 10

Stance. For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. (Attrib: 8 Inspiration Magic)

Infuse Health

   * ¼
   * 10

Spell. Lose half your current Health. Target other ally is healed for 136% of the amount you lost. (Attrib: 11+4 Healing Prayers)

Vengeance

   * 60
   * 4
   * 10

Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. After 30 seconds, or if this Enchantment is removed, the enchanted party member dies. Deaths while enchanted with Vengeance do not incur a death penalty. Mark of Healing Monk / Mesmer 10+1 Divine Favor 12+4 Protection Prayers 8 Inspiration Magic


Mark of Protection

   * 45
   * 1
   * 10

Elite Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 64. All your Protection Prayers are disabled for 5 seconds. (Attrib: 12+4 Protection Prayers)

Light of Dwayna

   * 20
   * 4
   * 25

Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy.

Arcane Mimicry

   * 60
   * 2
   * 15

Spell. For 20 seconds, Arcane Mimicry becomes the Elite skill from target other ally.

Protective Spirit

   * 5
   * ¼
   * 10

Enchantment Spell. For 24 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: 12+4 Protection Prayers)

Guardian

   * 2
   * 1
   * 5

Enchantment Spell. For 5 seconds, target ally has a 52% chance to "block" attacks. (Attrib: 12+4 Protection Prayers)

Mantra of Resolve

   * 20
   * 10

Stance. For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. (Attrib: 8 Inspiration Magic)

Infuse Health

   * ¼
   * 10

Spell. Lose half your current Health. Target other ally is healed for 100..136% of the amount you lost. (Attrib: Healing Prayers)

Vengeance

   * 60
   * 4
   * 10

Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. After 30 seconds, or if this Enchantment is removed, the enchanted party member dies. Deaths while enchanted with Vengeance do not incur a death penalty. Light of Protection Monk / Mesmer 12+4 Divine Favor 10+1 Protection Prayers 8 Inspiration Magic


Spell Breaker

   * 45
   * 1
   * 15

Elite Enchantment Spell. For 18 seconds, enemy Spells targeted against target ally fail. (Attrib: 12+4 Divine Favor)

Reversal of Fortune

   * 2
   * ¼
   * 5

Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63. (Attrib: 10+1 Protection Prayers)

Holy Veil

   * 12
   * 1
   * 5
   * -1

Enchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.

Remove Hex

   * 7
   * 2
   * 5

Spell. Remove a Hex from target ally.

Extinguish

   * 10
   * ¼
   * 15

Spell. Remove one Condition from each party member. Party members relieved of Burning are healed for 76 Health. (Attrib: 10+1 Protection Prayers)

Mantra of Resolve

   * 20
   * 10

Stance. For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. (Attrib: 8 Inspiration Magic)

Infuse Health

   * ¼
   * 10

Spell. Lose half your current Health. Target other ally is healed for 100..136% of the amount you lost. (Attrib: Healing Prayers)

Vengeance

   * 60
   * 4
   * 10

Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. After 30 seconds, or if this Enchantment is removed, the enchanted party member dies. Deaths while enchanted with Vengeance do not incur a death penalty. Reversal of Hexes

Water Balloons (reported by Neato) Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Ice Spikes

   * 15
   * 2
   * 15

Hex Spell. Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Ice Spear

   * 1
   * 5

Spell. Send out an Ice Spear, striking target foe for 74 cold damage if it hits. Ice Spear has half the normal Spell range. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Water Balloon Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Ice Spikes

   * 15
   * 2
   * 15

Hex Spell. Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Ice Spear

   * 1
   * 5

Spell. Send out an Ice Spear, striking target foe for 74 cold damage if it hits. Ice Spear has half the normal Spell range. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Water Balloon Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Ice Spikes

   * 15
   * 2
   * 15

Hex Spell. Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Ice Spear

   * 1
   * 5

Spell. Send out an Ice Spear, striking target foe for 74 cold damage if it hits. Ice Spear has half the normal Spell range. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Water Balloon Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Ice Spikes

   * 15
   * 2
   * 15

Hex Spell. Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Ice Spear

   * 1
   * 5

Spell. Send out an Ice Spear, striking target foe for 74 cold damage if it hits. Ice Spear has half the normal Spell range. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Water Balloon Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Ice Spikes

   * 15
   * 2
   * 15

Hex Spell. Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Ice Spear

   * 1
   * 5

Spell. Send out an Ice Spear, striking target foe for 74 cold damage if it hits. Ice Spear has half the normal Spell range. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Water Balloon Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Ice Spikes

   * 15
   * 2
   * 15

Hex Spell. Target and adjacent foes are struck for 84 cold damage and move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Ice Spear

   * 1
   * 5

Spell. Send out an Ice Spear, striking target foe for 74 cold damage if it hits. Ice Spear has half the normal Spell range. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Water Balloon Elementalist / Mesmer 12 Illusion Magic 12+1+3 Water Magic 3+3 Energy Storage 4 Superior Runes, do NOT use a Vigor Rune and do NOT put a rune in the chest piece! Weapon Set 1: +5 insightfull 20% enchanting jeweled staff Weapon Set 2: +30 health +30 health jeweled staff


Deep Freeze

   * 15
   * 3
   * 25

Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 90 cold damage, and for 10 seconds, they move 66% slower. (Attrib: 12+1+3 Water Magic)

Armor of Mist

   * 30
   * 2
   * 10

Enchantment Spell. For 21 seconds, you gain +42 armor and move 33% faster. (Attrib: 12+1+3 Water Magic)

Shard Storm

   * 10
   * 1
   * 10

Hex Spell. Send out an ice shard that strikes target foe for 69 cold damage if it hits and causing target foe to move 66% slower for 6 seconds. (Attrib: 12+1+3 Water Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic)

Mist Form

   * 30
   * 1
   * 10

Elite Enchantment Spell. For 21 seconds, you cannot take or deal damage from attacks. (Attrib: 12+1+3 Water Magic)

Glyph of Elemental Power

   * 5
   * 1
   * 5

Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next Spell.

Glyph of Sacrifice

   * 15
   * 1
   * 5

Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Sexy Water Balloon Ranger / Monk 16 Beast Mastery 8 Healing Prayers 5 Protection Prayers 1 Wilderness Survival 1 Divine Favor 10 Expertise


Mark of Protection

   * 45
   * 1
   * 10

Elite Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 24. All your Protection Prayers are disabled for 5 seconds. (Attrib: 5 Protection Prayers)

Blessed Aura

   * 2
   * 2
   * 10
   * -1

Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 12% longer. (Attrib: 1 Divine Favor)

Light of Dwayna

   * 20
   * 4
   * 25

Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy.

Heal Area

   * 5
   * 1
   * 10

Spell. Heal yourself and all adjacent creatures for 110 points. (Attrib: 8 Healing Prayers)

Edge of Extinction

   * 60
   * 5
   * 5(3)

Nature Ritual. Create a level 11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 52 damage to all nearby creatures of the same type. This Spirit dies after 158 seconds. (Attrib: 16 Beast Mastery)

Whirling Defense

   * 60
   * 10(6)

Stance. For 16 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 9 piercing damage. (Attrib: 10 Expertise)

Storm Chaser

   * 30
   * 10(6)

Stance. For 9 seconds, you move 25% faster, and you gain 1 Energy whenever you take elemental damage. (Attrib: 1 Wilderness Survival)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. I Live :P

e-surge eoe bomb (reported by grom17) Mesmer / Ranger 12+4 Domination Magic 8+3 Illusion Magic 10 Beast Mastery


Arcane Echo

   * 30
   * 2
   * 15

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.

Energy Surge

   * 20
   * 2
   * 10

Elite Spell. Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage. (Attrib: 12+4 Domination Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 8 Energy and takes 10 damage for each point of Energy lost. (Attrib: 12+4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 8+3 Illusion Magic)

Hex Breaker

   * 15
   * 5

Stance. For 95 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 48 damage. (Attrib: 12+4 Domination Magic)

Charm Animal

   * 10
   * 10

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10 Beast Mastery)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_r Mesmer / Ranger 12+4 Domination Magic 8+3 Illusion Magic 10 Beast Mastery


Arcane Echo

   * 30
   * 2
   * 15

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.

Energy Surge

   * 20
   * 2
   * 10

Elite Spell. Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage. (Attrib: 12+4 Domination Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 8 Energy and takes 10 damage for each point of Energy lost. (Attrib: 12+4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 8+3 Illusion Magic)

Hex Breaker

   * 15
   * 5

Stance. For 95 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 48 damage. (Attrib: 12+4 Domination Magic)

Charm Animal

   * 10
   * 10

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10 Beast Mastery)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_r Mesmer / Ranger 12+4 Domination Magic 8+3 Illusion Magic 10 Beast Mastery


Arcane Echo

   * 30
   * 2
   * 15

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.

Energy Surge

   * 20
   * 2
   * 10

Elite Spell. Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage. (Attrib: 12+4 Domination Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 8 Energy and takes 10 damage for each point of Energy lost. (Attrib: 12+4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 8+3 Illusion Magic)

Hex Breaker

   * 15
   * 5

Stance. For 95 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 48 damage. (Attrib: 12+4 Domination Magic)

Charm Animal

   * 10
   * 10

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10 Beast Mastery)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_r Mesmer / Ranger 12+4 Domination Magic 8+3 Illusion Magic 10 Beast Mastery


Arcane Echo

   * 30
   * 2
   * 15

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.

Energy Surge

   * 20
   * 2
   * 10

Elite Spell. Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage. (Attrib: 12+4 Domination Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 8 Energy and takes 10 damage for each point of Energy lost. (Attrib: 12+4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 8+3 Illusion Magic)

Hex Breaker

   * 15
   * 5

Stance. For 95 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 48 damage. (Attrib: 12+4 Domination Magic)

Charm Animal

   * 10
   * 10

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10 Beast Mastery)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_r Mesmer / Ranger 12+4 Domination Magic 8+3 Illusion Magic 10 Beast Mastery


Arcane Echo

   * 30
   * 2
   * 15

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.

Energy Surge

   * 20
   * 2
   * 10

Elite Spell. Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage. (Attrib: 12+4 Domination Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 8 Energy and takes 10 damage for each point of Energy lost. (Attrib: 12+4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 8+3 Illusion Magic)

Hex Breaker

   * 15
   * 5

Stance. For 95 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 48 damage. (Attrib: 12+4 Domination Magic)

Charm Animal

   * 10
   * 10

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 10 Beast Mastery)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_r Mesmer / Elementalist 12+4 Domination Magic 8+3 Illusion Magic 10 Earth Magic


Arcane Echo

   * 30
   * 2
   * 15

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.

Energy Surge

   * 20
   * 2
   * 10

Elite Spell. Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage. (Attrib: 12+4 Domination Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 8 Energy and takes 10 damage for each point of Energy lost. (Attrib: 12+4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 8+3 Illusion Magic)

Hex Breaker

   * 15
   * 5

Stance. For 95 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 48 damage. (Attrib: 12+4 Domination Magic)

Ward of Stability

   * 30
   * 1
   * 10

Ward Spell. Create a Ward of Stability at your current location. For 20 seconds, non-Spirit allies in the area cannot be knocked down. (Attrib: 10 Earth Magic)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_e Ranger / Mesmer 5+3 Expertise 12+4 Beast Mastery 4 Domination Magic 11 Illusion Magic


Mantra of Resolve

   * 20
   * 10(7)

Stance. For 30..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..4 Energy or Mantra of Resolve ends. (Attrib: Inspiration Magic)

Energy Burn

   * 20
   * 2
   * 10

Spell. Target foe loses 4 Energy and takes 10 damage for each point of Energy lost. (Attrib: 4 Domination Magic)

Illusion of Weakness

   * 30
   * 2
   * 10

Enchantment Spell. You lose 189 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 189 Health. (Attrib: 11 Illusion Magic)

Edge of Extinction

   * 60
   * 5
   * 5(3)

Nature Ritual. Create a level 11 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 52 damage to all nearby creatures of the same type. This Spirit dies after 158 seconds. (Attrib: 12+4 Beast Mastery)

Oath Shot

   * 20
   * 10(7)

Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) (Attrib: 5+3 Expertise)

Charm Animal

   * 10
   * 10(7)

Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. (Attrib: 12+4 Beast Mastery)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe r_me Mesmer / Monk 12 Fast Casting 3 Inspiration Magic 12 Protection Prayers


Mantra of Resolve

   * 20
   * 10

Stance. For 42 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 9 Energy or Mantra of Resolve ends. (Attrib: 3 Inspiration Magic)

Mark of Protection

   * 45
   * 1(0.57)
   * 10

Elite Enchantment Spell. For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 49. All your Protection Prayers are disabled for 5 seconds. (Attrib: 12 Protection Prayers)

Light of Dwayna

   * 20
   * 4(2.30)
   * 25

Spell. Resurrect all dead party members in the area. They are returned to life with 25% Health and zero Energy.

Vital Blessing

   * 2
   * ¾(0.43)
   * 10
   * -1

Enchantment Spell. While you maintain this Enchantment, target ally has +168 maximum Health. (Attrib: 12 Protection Prayers)

Resurrection Signet

   * 3

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. eoe me_mo

Credits Guide written by suiraCLAW [FTW]. Teambuilds reported by kittysoft, Neato and grom17.


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