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Skill Compendium Mk.II


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#1 Vorsakan

    Storm Chaser

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Posted 24 August 2010 - 09:54 AM

!!! Important Note !!!
For trait information, please refer to the official wiki: http://wiki.guildwars2.com/wiki/Trait
600 Traits is just a little more maintenance work than I can handle. :o

Notes:
Anything that is unconfirmed will be italicized.
Skills are listed in the sequence they appear on the bar, where known.
For icons and other information, why not visit the Official Guild Wars 2 Wiki: http://wiki.guildwars2.com/wiki/Skill

Secondary attributes:
- Offense -
Prowess Improves the damage multiplier on critical strikes.
Malice Improves the damage done by conditions like burning, poison, confusion, and bleeding.
Expertise Improves the duration of all conditions inflicted by the character.
- Support -
Concentration Improves the duration of all boons applied by the character.
Compassion Improves all outgoing heals that your character does, including self heals.
- Profession specific -
Brawn [Warrior] Improves the damage of warrior burst skills.
Willpower [Guardian] Decreases the recharge on all virtues.
Cunning [Thief] Decreases the recharge of the Steal ability.
Empathy [Ranger] Improves pet attributes.
Ingenuity [Engineer] Reduces the recharge on all tool-belt skills.
Guile [Mesmer] Reduces the recharge on all Shatter skills.
Intelligence [Elementalist] Reduces the recharge of the four elemental attunements.
Hunger [Necromancer] Increases the size of the necromancer’s life-force pool.

Posted Image

Attunement:
Fire Attunement Attune to fire, change your weapon spells, and scorch nearby foes with a fiery blast. [*]
Water Attunement Attune to water, change your weapon spells, and soothe nearby allies with a healing splash. [*]
Air Attunement Attune to air, change your weapon spells and shock nearby foes with lightning. [*]
Earth Attunement Attune to earth, change your weapon spells, and slam nearby foes with a seismic blast. [*]
* Switching attunement puts the attunement you left on a 10s cooldown, and your other 2 attunements on 1s cooldowns.

Staff | Fire attuned:
Fireball Cast a fireball that explodes on impact and hits multiple foes foes. [No recharge]
Lava Font Make lava erupt from the target area. [6s][I: Fire Field]
Flame Burst Burn foes at the target location. [10s]
Burning Retreat Quickly roll backward, leaving a behind a line of fire that Burns. [20s][I: Fire Field]
Meteor Shower Call down a meteor shower onto the target area. [30s]

Staff | Water attuned:
Water Blast Spray a jet of water at foes that also heals allies in the blast radius. [No recharge]
Ice Spike Drop a giant ice spike on foes, causing Vulnerability. [4s]
Geyser Create a geyser to heal nearby allies. [20s][I: Water Field]
Frozen Ground Coat the target area in ice, Chilling foes that enter it. [40s][I: Ice Field]
Healing Rain Call down a healing rain on the target area, granting Regeneration to allies and removing conditions. [45s][I: Water Field]

Staff | Air attuned:
Chain Lightning Hit multiple foes with arcs of chain lightning. [No recharge]
Lightning Surge Charge a lightning surge that Blinds foes near your target when it discharges. [10s]
Gust Push foes backward with a burst of air. [30s]
Windborne Speed You and nearby allies gain Swiftness, while removing Cripple, Immobilize, and Chill. [30s]
Static Field Create an electrical field that Stuns foes crossing it. [40s][I: Lightning Field]

Staff | Earth attuned:
Stoning Hurl a rock at your foe and cause Weakness. [No recharge][F: Physical Projectile]
Eruption Shake the ground until it erupts and damages foes. [6s][F: Blast]
Magnetic Aura Reflect projectiles with magnetic energy. [30s]
Unsteady Ground Create unsteady ground that Cripples foes moving through it. [30s]
Shockwave Create a shockwave that Bleeds and Immobilizes your target. [30s][F: Physical Projectile]

Dagger | Main hand | Fire attuned:
Dragon's Claw Fling fire in a claw-shaped spread at your foe. [No recharge]
Drake's Breath Spray a cone of fire at foes while on the move. [5s]
Burning Speed Sprint ahead, leaving behind a line of fire that Burns. [15s][I: Fire Field]

Dagger | Main hand | Water attuned:
Vaporblade Cast a vapor blade that inflicts Vulnerability and returns to you. [No recharge]
Cone of Cold Spray an icy blast in a cone that damages foes and heals allies. [10s]
Frozen Burst Detonate a burst of ice that Chills nearby foes. [15s]

Dagger | Main hand | Air attuned:
Lightning Whip Lash your foe with lightning. [No recharge]
Lightning Touch Shock your foe and make them more Vulnerable. [6s]
Shocking Aura Envelop yourself with electrical energy that Stuns nearby foes if they attack you. [20s]

Dagger | Main hand | Earth attuned:
Impale Spear your foes on a giant stone spike. [No recharge]
Ring of Earth Bleed foes with a ring of rocky spikes. [6s]
Magnetic Grasp Pull yourself to your foe with a magnetic force. [12s]

Dagger | Off hand | Fire attuned:
Ring of Fire Damage nearby foes with a ring of fire, Burning enemies that pass through it. [15s][I: Fire Field]
Fire Grab Damage foes in a cone in front of you. Deal more damage to Burning foes. [45s]

Dagger | Off hand | Water attuned:
Frost Aura Protect yourself with frost armor. While active, it Chills foes that hit you. [40s]
Cleansing Wave Heal yourself and nearby allies, removing a condition. [40s]

Dagger | Off hand | Air attuned:
Ride the Lightning Ride the lightning to your foe, then strike all nearby enemies with an electrical burst. [15s]
Updraft Gain Swiftness from a gust of wind that Launches nearby foes. [40s]

Dagger | Off hand | Earth attuned:
Earthquake Trigger a quake at your location, Knocking down foes and dealing massive damage. [45s][F: Blast]
Churning Earth Hold and release to make nearby earth churn, Crippling nearby foes before unleashing a seismic wave that damages and Bleeds them. [30s][F: Blast]

Scepter | Main hand | Fire attuned:
Flamestrike Strike your foe with flame. [No recharge]
Dragon's Tooth Drop an explosive dragon's tooth on your foe. [6s][F: Blast]
Phoenix Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you Vigor. [15s][F: Blast]

Scepter | Main hand | Water attuned:
Ice Shards Fire three ice shards at your foe. [No recharge]
Shatterstone Create a shatterstone at the target area that explodes after two seconds. [2s][F: Blast]
Water Trident Cast a water trident that damages foes and heals allies. [20s]

Scepter | Main hand | Air attuned:
Arc Lightning Cast an arc of electricity at your foe. [No recharge]
Lightning Strike Strike your foe with lightning. [5s]
Blinding Flash Blind your foe with a flash of light. [10s]

Scepter | Main hand | Earth attuned:
Stone Shards Fling stone shards at your foe to Bleed them. [No recharge][F: Physical Projectile 20%]
Rock Barrier Envelop yourself in a stony barrier that improves armor. [3s]
> Hurl Create a rock and hurl it at your foe. [No recharge][F: Physical Projectile]
Sandstorm Blind your foes with a blast of sand. [15s][F: Whirl]

Focus | Fire attuned:
Flamewall Create a wall of flame at the target area that Burns foes. [20s][I: Fire Field]
Fire Shield Envelop yourself in a shield of fire that Burns foes. [40s]

Focus | Water attuned:
Freezing Gust Chill your foe for a brief time. [25s]
Comet Drop a comet of ice on the target area and Daze foes. [25s][F: Blast]

Focus | Air attuned:
Swirling Winds Create a swirling wind that destroys enemy projectiles. [30s]
Gale Knock down your foe with a charged wind blast. [50s]

Focus | Earth attuned:
Magnetic Wave Damage foes, remove conditions, and Reflect projectiles with a magnetic surge. [25s][F: Blast]
Obsidian Flesh Envelop yourself in stony armor, making yourself Invulnerable. [50s]
> Obsidian Flame Release your Obsidian Flesh in a strike of Obsidian Flame. [No recharge]

Trident | Fire attuned:
Magma Orb Shoot a blob of molten rock that explodes after a delay. [No recharge]
Boil Boil the water around your foe. [10s]
Steam Blind your foe with superheated water. [25s]
Lava Chains Cripple multiple foes with lava chains. [30s]
Heatwave Burn foes and grant Vigor to allies with a wave of heat. [40s]

Trident | Water attuned:
Water Missle Launch a slow-moving homing missile. [No recharge]
Ice Globe Shoot a slow-moving, detonatable icy orb. [10s]
> Ice Globe Detonate your ice globe to damage foes. [N/A]
Ice Wall Create a wall of ice that you can shatter. [20s]
Undercurrent Release a current of water to damage enemies and give Regeneration to allies. [25s]
Tidal Wave Charge forward with tidal force, damaging foes and healing allies. [10s]

Trident | Air attuned:
Forked Lighting Cast a streak of lighting that forks on impact, hitting other foes. [No recharge]
Electrocute Charge the water around your foe with electricity. [5s]
Air Pocket Release a slow-moving, detonatable, air pocket. When it explodes, you teleport to that location. [12s]
Air Bubble Trap your foe in an air bubble and make them Float to surface. [40s]
Lighting Cage Summon an electrical field that Stuns foes crossing it. [30s]

Trident | Earth attuned:
Rock Blade Shoot a rocky blade at your foe. [No recharge]
Rock Spray Spray a cone of gravel to Bleed foes. [12s]
Magnetic Current Pull yourself to your foe and Immobilize them. [18s]
Rock Anchor Anchor a rock to your foe, making them Sink. [35s]
Murky Water Blind nearby foes. [45s]

Healing:
Ether Renewal Heal yourself and lose a condition with every pulse. [15s]
Glyph of Elemental Harmony Heal yourself and gain a boon based on your attunement. Fire: Gain Might. Air: Gain Swiftness. Water: Gain Regeneration. Earth: Gain Protection. [20s]
Signet of Restoration Signet Passive: Grants health every time you cast a spell. Active: Heal yourself. [40s]

Utility:
Arcane Blast Arcane. Blast your foe with energy for critical damage. [30s]
Arcane Power Arcane. Your next few attacks do critical damage. [45s]
Arcane Shield Arcane. Block attacks with an energy shield. If it Blocks three attacks, it explodes. [75s]
Arcane Wave Arcane. Blast nearby foes with an energy wave for critical damage. [20s]
Armor of Earth Cantrip. Protect yourself with earth armor that gives you Protection and Stability. [90s] N.B. Breaks Stun.
Cleansing Fire Cantrip. Remove all conditions and break out of Stun, while Burning foes. [30s]
Conjure Earth Shield Conjure. Manifest a magnetic shield in your hands and at the target location. [60s] N.B. 15 Charges - each skill drains 1 charge.
> Shield Smack Smack your foe with the magnetic shield. [No recharge]
> Crippling Shield Throw your shield in a line, Crippling struck enemies. [8s] N.B. The shield boomerangs back to you.
> Magnetic Surge Unleash a magnetic force, surging at your opponent and Dazing them. [15s]
> Magnetic Shield Pull nearby enemies to you with a magnetic force. [18s] N.B. Immobilizes foes.
> Fortify Use magnetism to envelop yourself in a shield, gaining Invulnerability. [30s] N.B. Channelled.
Conjure Flame Axe Conjure. Manifest a Lava Axe in your hands and at the target location. [60s] N.B. 15 Charges - each skill drains 1 charge.
> Lava Axe Throw a lava axe at your foe. [No recharge]
> Explosive Lava Axe Throw an explosive lava axe at the target location. [5s]
> Burning Retreat Quickly roll backward, leaving a behind a line of fire that Burns. [15s][I: Fire Field]
> Ring of Fire Damage nearby foes with a ring of fire, Burning enemies that pass through it. [15s][I: Fire Field]
> Flame Leap Leap at your foe with a flaming attack that causes Burning. [20s][F: Leap]
Conjure Frost Bow Conjure. Manifest a Frost Bow in your hands and at the target location. [60s] N.B. 15 Charges - each skill drains 1 charge.
> Water Arrow Shoot an arrow of water that heals allies. [No recharge]
> Frost Volley Rapidly fire at your foe, with each hit causing Vulnerability. [8s][F: Physical Projectile]
> Ice Wall Manifest a wall of ice that you can shatter. [10s]
>> Detonate Detonate your ice wall to damage foes. [No recharge]
> Frost Fan Damage foes with a spread of icy arrows that cause Chill. [15s]
> Ice Storm Call down an ice storm on the target area. [20s] N.B Channelled 'Barrage', causes Confusion.
Conjure Lightning Hammer Conjure. Manifest a Lightning Hammer in your hands and at the target location. [60s] N.B. 15 Charges - each skill drains 1 charge.
> Lightning Swing Chain. Bash your foe. [No recharge]
>> Static Swing Chain. Strike your foe again. [No recharge]
>> Thunderclap Smash the ground and damage nearby foes. [No recharge]
> Lightning Leap Leap at your foe and hit them with electrical damage. [4s][F: Leap]
> Wind Blast Launch your foe with a banishing smash. [20s]
> Lightning Storm Strike up to five nearby enemies with lightning. [20s]
> Static Field Manifest an electrical field that Stuns foes crossing it. [25s][I: Lightning Field]
Glyph of Elemental Power Glyph. Gain a chance for spells to inflict a condition based on your attunement. Fire: Burning. Water: Chill. Air: Weakness. Earth: Cripple. [105s]
Glyph of Lesser Elementals Glyph. Summon an elemental based on your attunement. [45s]
Glyph of Renewal Air: Revive a target ally and teleport them to your location. Earth: Revive up to three nearby allies. Fire: Revive a nearby ally and grant yourself a buff that will revive you the next time you are downed. Water: Revive a target ally to full health. [165s]
Glyph of Storms Glyph. Create a storm based on your attunement. [60s]
Lightning Flash Cantrip. Teleport to the target area. [60s]
Mist Form Cantrip. Morph into an Invulnerable, vaporous mist for a brief time. [75s] N.B. Breaks Stun.
Signet of Air Signet Passive: Grants a 10% increase in movement speed. Signet Active: Blind your target and nearby foes. [20s]
Signet of Earth Signet Passive: Improves Toughness. Signet Active: Immobilize your foe. [60s]
Signet of Fire Signet Passive: Improves Critical Chance. Signet Active: Burn your foe. [20s]
Signet of Water Signet Passive: Removes a condition every ten seconds. Signet Active: Chill your foe. [30s]

Elite:
Fiery Greatsword Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and Burns foes in the area. [180s]
> Flame Wave Shoot a fireball at your foe with a sword swing. [No recharge]
> Fiery Eruption Ram your sword into the ground and make fire erupt near your foe. [5s]
> Fiery Whirl Advance forwards, slashing the foes in your way. [5s]
> Fiery Rush Charge at target foe leaving a wall of fire behind you. [10s]
> Firestorm Call down a firestorm on target area. [15s]
Gyph of Elementals Glyph. Summon an elemental based on your attunement. Fire elemental: Deals damage. Ice Elemental: Deals damage and heals. Earth Elemental: Deals damage and is hard to kill. Air Elemental: Deals damage and Stuns. [120s] N.B. 60s Duration.
Tornado Transform. Shapeshift into a tornado that damages and Launches foes. [180s]
> Electrified Tornado Electrify your tornado form, causing it to send out bolts of lightning. [No recharge]
> Dust Tornado Gather up dust into your tornado form, causing it to send out dust devils that Blind targets. [No recharge]
> Debris Tornado Gather up debris into your tornado form and send it flying. [No recharge]

Downed:
Discharge Lightning Blast your foe with lightning. [No recharge]
Grasping Earth Immobilize your foe with hands erupting from the ground. [10s]
Vapor Form Assume a mobile, vaporous form. [45s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Water Fist Throw a punch of concentrated water. [No recharge]
Stone Kick Wrap your foot in stone and kick your foe. [6s]
Steam Vent Float to the surface on a burst of steam, Blinding and Burning enemies. [15s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Posted Image

Tool Belt: N.B. Tool Belt skills (keys F1-4) are determined by your equipped healing & utility skills.
Analyze [Utility Goggles] Analyze a foe, applying vulnerability. [40s]
Bandage Self [Med Kit] Bandage your wounds, healing yourself. [20s]
Big Ole Bomb [Bomb Satchel] Set a timed charge with a big blast that Launches nearby foes. [30s][F:Blast]
Detonate All [Mine Kit] Detonate all your mines. [No recharge]
Detonate Flame Turret [Flame Turret] Detonate your flame turret. [N/A][F:Blast]
Detonate Healing Turret [Healing Turret] Detonate your healing turret. [N/A]
Detonate Rifle Turret [Rifle Turret] Detonate your rifle turret. [N/A][F:Blast]
Detonate Thumper Turret [Thumper Turret] Detonate your thumper turret. [N/A]
Healing Mist [Elixir Gun] Vent a healing mist, granting Regeneration to yourself and allies. [40s]
Grenade Barrage [Grenade Satchel] Throw several grenades at once. [30s]
Incendiary Ammo [Flamethrower] Burn foes with your next 3 attacks. [60s]
Launch Personal Battering Ram [PBR] Shoot out a ram's head in front of you, Crippling any struck foes. [18s][F: Physical Projectile]
Rocket Kick [Rocket Boots] Use your rocket boots to do an explosive kick that Burns enemies. [20s]
Super Speed [Slick Shoes] Run at double speed. [45s]
Toss Elixir B [Elixir B] Elixir. Toss Elixir B randomly granting Fury, Might, or Swiftness to allies in the area. [20s]
Toss Elixir C [Elixir C] Elixir. Toss Elixir C, converting one condition to a random boon for all allies in the area. [30s]
Toss Elixir H [Elixir H] Throw Elixir H and randomly grant Vigor, Protection, or Regeneration to allies in the area. [30s]
Toss Elixir R [Elixir R] Elixir. Toss Elixir R, removing conditions and reviving allies in the area. [85s]
Toss Elixir S [Elixir S] Elixir. Transform. Toss Elixir S, either growing allies in the area and granting Stability, or granting them Stealth. [60s]
Toss Elixir U [Elixir U] Elixir. Toss Elixir U, creating a random spell at the target location. [60s]
Throw Wrench [Tool Kit] Boomerang your wrench in a line, striking foes each way. Repair any turrets that the wrench hits. [20s][F:Physical Projectile]
^ While your turrets aren't deployed, the deployment skill appears on your Tool Belt also.

Rifle:
Hip Shot Deliver a quick rifle shot from the hip. [No recharge][F:Physical Projectile 20%]
Net Shot Immobilize foes with a net shot. [10s]
Blunderbuss Fire a cloud of shrapnel that causes more damage the closer you are to foes. [10s]
Overcharged Shot Fire a blast so strong it Launches your foe as you fall backward. [20s]
Jump Shot Blast the ground, damaging nearby foes and leaping to your target. [20s][F:Leap]

Pistol | Main hand:
Explosive Shot Fire a shot that explodes on impact, Bleeding nearby foes. [No recharge][F: Physical Projectile]
Dart Volley Fire a volley of darts that Poison foes. [8s]
Static Shot Discharge a lightning shot that bounces Blind and Confusion to multiple enemies. [15s]

Pistol | Off hand:
Blowtorch Unleash flames from your pistol to burn foes. [18s]
Glue Shot Coat target area with a glue puddle that Immobilizes foes. [30s]

Shield:
Magnetic Field Create a magnetic field that Reflects projectiles and can be released to Push back foes. [25s]
> Release Magnetic Field Release the magnetic field to Push back nearby foes. [N/A][F: Blast]
Static Shield Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, Stunning your nearby attacker. [30s]
> Throw Shield Throw your charged shield. Dazes foes it hits on the way out and back. [N/A]

Bomb Kit:
Bomb Set a timed charge that damages nearby foes. [No recharge]
Fire Bomb Set a timed charge that Burns nearby foes. [10s][I:Fire Field]
Concussion Bomb Set a timed charge that Dazes nearby foes. [18s]
Smoke Bomb Set a timed charge that creates a cloud of smoke, Blinding nearby foes. [25s][I:Smoke Field]
Glue Bomb Set a timed charge that creates a puddle of glue, Immobilizing nearby foes. [25s]

Elixir Gun:
Tranquilizer Dart Elixir. Fire a dart that randomly makes foes Vulnerable or Weak. [No recharge][F:Physical Projectile]
Elixir F Elixir. Fire a bouncing blob of Elixir F that Cripples foes and grants Swiftness to you and to allies. [5s]
Fumigate Elixir. Spray a cone of elixir fumes, Poisoning foes and removing conditions from allies. [10s]
Acid Bomb Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby enemies. [15s]
Super Elixir Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing. [20s]

Flamethrower:
Flame Jet Spray fire in a cone pattern while on the move. [No recharge]
Flame Blast Fire a napalm ball that rolls through foes and explodes. [6s]
Air Blast Push back foes and projectiles with a hot air blast. [15s]
Napalm Burn foes with a wall of napalm at the target location. [30s][I:Fire Field]
Backdraft Pull foes to you in a fiery backdraft. [40s]

Grenade Kit:
Grenade Throw a grenade that explodes. [No recharge]
Shrapnel Grenade Throw a grenade that explodes in a hail of shrapnel, causing Bleeding. [5s]
Flash Grenade Throw a grenade that explodes in a Blinding flash. [10s]
Freeze Grenade Throw a grenade that Chills enemies with a frigid blast. [15s]
Poison Grenade Throw a grenade that explodes in a Poisonous cloud. [15s][I:Poison Field]

Med Kit:
Drop Bandages Drop a pack of bandages that provides a little healing. [15s]
Drop Bandages Drop a pack of bandages that provides a little healing. [15s]
Drop Bandages Drop a pack of bandages that provides a little healing. [15s]
Drop Antidote Drop a vial of antidote that removes conditions. [15s]
Drop Stim Brew Drop a bottle of stimulating liquor, granting Fury and Swiftness. [20s]

Mine Kit: N.B. All 5 skills are identical.
Throw Mine Throw out a remote-controlled land mine that damages nearby foes. [No recharge][F:Blast]
> Detonate Detonate your mine, damaging nearby foes.
Deploy Mine [Underwater] Deploy a remote-control mine that damages nearby foes. [No recharge][F:Blast]
> Detonate Detonate your mine, damaging nearby foes.

Tool Kit:
Smack Chain. Smack your foe. Repair turrets. [No recharge]
> Whack Chain. Whack your foe. [No recharge]
> Thwack Thwack your foe, leaving them Weakened. [No recharge]
Box of Nails Scatter nails that Bleed and Cripple foes. [10s]
Magnet Pull your target to you. [25s]
Gear Shield Block incoming attacks. [25s]
Pry Bar Launch your foe with a smack from a pry bar. [45s]

Speargun:
Torpedo Shot Fire a homing shot at your foe. [No recharge]
Scatter Mines Shoot out a spread of remote-detonated mines. [5s]
> Detonate Mines Detonate your mines. [N/A]
Grappling Line Fire a retreating shot that pulls your foe backwards with you. [20s]
Timed Charge Fire a timed charge at your foe that detonates quickly, hitting nearby foes. [8s]
Net Wall Shoot out a net wall in front of you. Foes caught in the net are immobilized. [25s]
> Deploy Net Wall Deploy the net wall at it's current location, Immobilizing foes caught within. [N/A]

Healing:
Elixir H Elixir. Drink Elixir H, healing yourself and randomly gaining Protection, Regeneration, or Swiftness. [40s]
Healing Turret Turret. Deploy a turret that heals you briefly, then continues to apply Regeneration to you and nearby allies. [20s]
> Reviving Burst Overcharge your healing turret, supplying a burst of healing and reviving nearby allies. [30s]
Med Kit Device Kit. Equip a kit that replaces your weapon with healing skills. [No recharge]

Utility:
Bomb Kit Device Kit. Equip a kit that replaces your weapon with bomb skills. [N/A]
Elixir B Elixir. Drink Elixir B, gaining Fury, Might, and Swiftness. [40s]
Elixir C Elixir. Drink Elixir C, converting all conditions into random boons. [60s]
Elixir Gun Weapon Kit. Arm yourself with an elixir gun that replaces your weapon skills. [N/A]
Elixir R Elixir. Drink Elixir R, recovering from Stun and losing all conditions. [45s]
Elixir S Elixir. Transform. Drink Elixir S, shrinking yourself, recovering from Stun, and evading attacks. [60s]
Elixir U Elixir. Drink Elixir U, gaining a random utility buff from another profession. [60s]
Flame Turret Turret. Deploy a turret that Burns foes. [40s]
> Smoke Screen Overcharge your flame turret, releasing a smoke screen that Blinds nearby enemies. [30s]
Flamethrower Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills. [N/A]
Grenade Kit Device Kit. Equip a kit that replaces your weapon with grenade skills. [N/A]
Mine Kit Device Kit. Equip a kit that replaces your weapon with land-mine skills. [N/A]
Net Turret Turret. Build a turret that Immobilizes nearby foes. [30s]
> Electric Net Overcharge yout turret to fire an electrified net that Immobilizes and Stuns. [30s]
Personal Battering Ram Gadget. Launch a target foe with a concealed ram's head. [45s][F: Physical Projectile]
Rifle Turret Turret. Build a rifle turret that shoots foes. [20s]
> Automatic Fire Overcharge your rifle turret to fire a burst of Bleeding shots. [30s]
Rocket Boots Gadget. Fly backwards, damaging foes with your rocket exhaust. [45s][F:Blast]
Rocket Turret Turret. Build a turret that fires rockets. [60s][F:Blast]
> Explosive Rockets Overcharge your Rocket Turret to fire explosive rockets. [20s]
Slick Shoes Gadget. Spray oil behind you, Knocking down foes. If underwater, Blind foes that enter the oil field. [45s]
Thumper Turret Turret. Build a high-health thumper turret that damages all nearby foes. [50s]
> Thump Overcharge your thumper turret to Launch nearby foes. [30s]
Tool Kit Weapon Kit. Equip a kit that gives you a variety of tools to use. [N/A]
> Stow Tool Kit Stow your tool kit. [N/A]
Utility Goggles Gadget. Break out of stun, gaining Fury and immunity to Blindness. [40s]

Elite:
Elixir X Elixir. Transform. Drink Elxir X, becoming a rampaging brute, withering plague, or whirling tornado. Underwater become either a withering plague or a tornado. [150s]
Mortar Turret. Build a stationary mortar that you or your allies can fire. [120s]
> Launch Mortar Shot Launch an explosive round from your mortar, damaging foes in the target area. [2s]
> Launch Caltrops Mortar Launch a mortar that spreads caltrops in the target area, Bleeding and Crippling foes that walk through. [12s]
> Launch Elixir Mortar Launch a mortar round that heals allies in the target area. [15s]
> Launch Ice Mortar Launch a mortar round that Chills foes in the target area. [30s][I:Ice Field]
> Launch Concussion Barrage Launch a barrage of rounds that Pushes back foes where they land. [30s]
Supply Crate Request a massive supply drop, complete with turrets and bandages. [180s][F: Blast]

Downed:
Throw Junk Throw a bit of junk and inflict a random condition your foe. [No recharge] N.B. Bleed, Chill or Weaken.
Grapple Line Throw out a grappling line to Pull your foe to you. [10s]
Booby Trap Set off an explosive booby trap, damaging nearby foes. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Floating Mine ??? [?s] N.B. No evidence to back up this name.
Grapple Line Throw out a grappling line to pull a foe to you. [10s]
Buoy ??? [?s] N.B. No evidence to back up this name.
Bandage Call your allies for help. Restores health while you channel it. [5s]

Posted Image

Virtues:
Virtue of Justice Virtue: Burn foes with every fifth attack. Activate: Grant Burning to you and your nearby allies next attack. [30s]
Virtue of Resolve Virtue: Regenerates health. Activate: Heal yourself and nearby allies. [60s]
Virtue of Courage Virtue: Grants Aegis every 30 seconds. Activate: Grant Aegis to yourself and nearby allies. [60s]

Greatsword:
Strike Chain. Strike your foe. [No recharge]
> Vengeful Strike Strike at your foe again. [No recharge]
> Wrathful Strike Attack your foe with a final, powerful strike that applies Might for each foe you strike. [No recharge]
Symbol of Wrath Symbol. Pierce the ground with a mystic symbol that damages and Burns foes while granting Retaliation to allies. [15s][I: Light Field]
Whirling Wrath Spin in place and swing your greatsword while hurling powerful projectiles. [10s][F: Whirl]
Leap of Faith Leap at your foe. On hit, Blind nearby foes. [30s][F: Leap]
Binding Blade Throw blades at your foes, causing damage over time. Bound foes can be Pulled to you. The effect ends when a foe moves out of range. [30s][F: Whirl]
> Pull Pull your foes to you. [N/A]

Hammer:
Hammer Swing Chain. Strike your foe. [No recharge]
> Hammer Bash Chain. Bash your foe. [No recharge]
> Symbol of Protection Symbol. Create a symbol that gives Protection to you and your allies. [No recharge][I: Light Field]
Mighty Blow Damage nearby foes with a mighty ground slam. [8s][F: Blast]
Zealot's Embrace Send a wave towards your foe that Immobilizes enemies in a line. [18s]
Banish Launch your foe with a powerful smash. [35s]
Warding Circle Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active. [45s]

Staff:
Wave of Wrath Send out a powerful shockwave, hitting up to five enemies. [No recharge]
Orb of Light Release a slow-moving orb of light that can be detonated to Blind and Burn enemies. [3s]
> Orb of Light Detonate the orb to Blind and Burn foes while healing allies. [No recharge]
Symbol of Swiftness Symbol. Sear a mystic symbol into the target area, damaging foes and granting Swiftness to allies. [15s][I: Light Field]
Line of Warding Draw a line in front of you that foes cannot cross. [45s]
Martyr Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration. [50s]

Mace:
True Strike Chain. Smash your foe. [No recharge]
> Pure Strike Chain. Bash your foe. [No recharge]
> Faithful Strike Strike your foe and heal nearby allies. Heals for more when traited. [No recharge]
Symbol of Faith Symbol. Smash a mystic symbol onto the ground that damages foes and Regenerates allies. [6s][I: Light Field]
Protector's Strike Surround yourself and nearby allies with a shield. Knock back enemies that strike protected allies. Grant Protection to yourself and nearby allies if you are not struck. [15s][F: Whirl]

Scepter:
Orb of Wrath Fire a slow-moving orb at your foe. [No recharge]
Smite Strike foes in the target area repeatedly. [6s]
Chains of Light Immobilize your foe with ethereal chains. [18s]

Sword:
Sword of Wrath Chain. Slash your foe once. [No recharge]
> Sword Arc Chain. Slash your foe again. [No recharge]
> Sword Wave Send out a cone attack, striking up to three enemies. [No recharge]
Flashing Blade Teleport to your target, striking them and Blinding nearby foes. [12s]
Zealot's Defense Block ranged attacks while throwing magical projectiles. [12s]

Focus:
Ray of Judgement Pass a ray over foes and allies. Foes are damaged and Blinded. Allies gain Regeneration and lose one condition. [25s]
Shield of Wrath Create a shield to Block several attacks. If the shield is not destroyed, it explodes, damaging nearby foes. [45s][F: Blast]

Shield:
Shield of Judgment Create a shielding wave in front of you that damages foes and gives Protection to yourself and up to five allies. [30s]
Shield of Absorption Create a dome around you that Pushes foes back and Absorbs projectiles. [40s][I: Light Field]

Torch:
Cleansing Flame Breathe magical flames that damage foes and remove conditions from allies. [20s]
Zealot's Flame Set yourself alight, periodically Burning up to three nearby foes. [20s]
> Zealot's Fire Throw your Zealot's Flame at the targeted foe, Burning them but increasing the skill's recharge time. [No recharge]

Harpoon:
Spear of Light Throw a spear that makes your foe Vulnerable. [No recharge]
Zealot's Flurry Strike foes in front of you with a storm of jabs. [6s]
Brilliance Blind all nearby foes. [15s]
Spear Wall Create a spear wall in front of you that damages foes passing through it. [20s]
Wrathful Grasp Throw a spear and Pull your foe to you, Burning them. [25s]

Trident:
Light of Judgment Fire a ball of light that heals allies and damages foes. [No recharge]
Purify Release an orb of cleansing light that removes conditions of allies it passes through. Detonate it to Burn foes and remove conditions from allies in the blast radius. [12s]
Pillar of Light Create a pillar of light that pulses damage every second at your foe's location. [8s]
Wall of Refraction Create a bubble that Absorbs hostile projectiles and grants Retaliation to allies. [25s]
Weight of Judgment Sink your foe with the weight of justice. [35s]

Healing:
Healing Breeze Heal yourself and allies with a healing breeze. Stacks with Regeneration. [30s]
Shelter Block attacks while healing. [45s]
Signet of Resolve Signet Passive: Removes a condition every ten seconds. Signet Active: Heal yourself. [30s]

Utility:
"Hold the Line!" Shout. Grant Protection and Regeneration to allies. [45s]
"Retreat!" Shout. Grant Aegis and Swiftness to up to five nearby allies. [60s]
"Stand Your Ground!" Shout. Grant Stability to yourself and allies. [60s]
Bane Signet Signet Passive: Grants you Might. Signet Active: Knock down and damage your foe. [60s]
Bow of Truth Spirit Weapon. Summon an arcane bow to remove conditions from you and your allies. [60s]
> Command Command the Bow of Truth to fire a barrage of healing arrows at its location. This destroys the bow. [15s]
Contemplation of Purity Meditation. Remove all conditions from yourself and turn them into boons. [60s] N.B. Breaks stun.
Hallowed Ground Consecration. Consecrate the target area, granting Stability to allies inside. [80s][I: Fire Field]
Hammer of Wisdom Spirit Weapon. Summon an arcane hammer to defend you. [45s] N.B. 15s Duration.
> Command Command the Hammer of Wisdom to Knock down your foe. This destroys the hammer. [15s]
Judge's Intervention Meditation. Teleport to your target and Burn nearby foes. [45s]
Merciful Intervention Meditation. Teleport to the nearby ally with the lowest health and create a healing area around them. [45s]
Purging Flames Consecration. Create a ring of fire that Burns enemies and removes conditions from allies. [40s]
Retribution Grant yourself Retaliation. [15s]
Sanctuary Consecration. Form a protective shelter that prevents foes and projectiles from enetering. [120s][I: Light Field]
Shield of the Avenger Spirit Weapon. Summon an arcane shield to defend you. [60s]
> Command Command the shield of the avenger to fly out, striking multiple foes. This destroys the shield. [5s]
Signet of Judgment Signet Passive: Reduces incoming damage. Signet Active: Grant Retaliation to nearby allies. [30s]
Signet of Mercy Signet Passive: Improves healing. Signet Active: Revive a nearby ally. [90s]
Signet of Wrath Signet Passive: Grants you increased Condition Damage. Signet Active: Immobilize your target. [30s]
Smite Conditions Meditation. Remove a condition and damage nearby foes. Damage is doubled if a condition is removed. Can be used while stunned. [20s]
Sword of Justice Spirit Weapon. Summon an arcane sword to defend you. [30s]
> Command Command the sword of justice to strike the ground at its location, damaging nearby foes. This destroys the sword. [5s]
Wall of Deflection Consecration. Protect the targeted area with a wall of mystic power that Reflects projectiles. [30s][I: Light Field]

Elite:
Renewed Focus Focus, making yourself Invulnerable and recharging your virtues. [135s] N.B. Breaks Stun.
Tome of Courage Tome. Locks you in place but grants you powerful support spells. [180s] N.B. 20s Duration.
> Heal Area Heal allies in the target area. [No recharge]
> Purifying Ribbon Release a ribbon of light that bounces to nearby allies, removing one condition from each ally hit, Blinding each enemy hit. [3s]
> Protective Spirit Grant Protection and Regeneration to allies in a cone. [15s]
> Pacifism Pacify foes in the area, Dazing them for three seconds. [20s]
> Light of Deliverance Fully heal up to five nearby allies. [30s]
Tome of Wrath Tome. Locks you in place but grants you powerful offensive spells. [180s] N.B. 20s Duration.
> Conflagrate Burn foes in the target area. [No recharge]
> Affliction Send out a projectile that hits up to ten foes, causing Cripple and Weakness [3s]
> Smiter's Boon Send out a cone that grants Might and Swiftness to allies. [5s]
> Zealot's Fervor Grant Fury to all nearby allies. [10s]
> Judgment Knocks down up to five nearby enemies. [30s]

Downed:
Wrath Focus a wrathful light ray on your foe. [No recharge]
Symbol of Judgment Draw a symbol on the ground that heals allies and Burns foes. [10s][I: Light Field]
Purifying Light Push back foes with a flash of light. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Reveal the Depths Damage foes in an area that grows larger. [1s]
Shackle Shackle your foe to cripple them. [?s]
Renewing Current Escape up towards the surface. [15s]
Help Me! Call your allies for help. Restores some health. [20s]

Edited by Vorsakan, 15 May 2012 - 06:59 PM.
Press beta


#2 Vorsakan

    Storm Chaser

  • Site Contributors
  • 2918 posts

Posted 24 August 2010 - 09:55 AM

Posted Image

Shatters: N.B. These skills are always equipped, mapped F1-F4.
Mind Wrack Shatter. Destroy all your clones and phantasms, damaging nearby foes. [15s]
Cry of Frustration Shatter. Destroy all your clones and phantasms, Confusing nearby foes. [30s]
Diversion Shatter. Destroy all your clones and phantasms, Dazing their target. [45s]
Distortion Shatter. Destroy all your clones and phantasms, gaining Distortion for each one shattered. [60s] N.B. Distortion Evades all attacks.

Greatsword:
Spacial Surge Shoot a beam at your foe. The farther away they are, the more damage you deal. [No recharge]
Mirror Blade Throw an illusionary greatsword that bounces between targets, damaging enemies and granting Might to allies. It creates a clone at it's final target. [8s][F: Physical Projectile]
Mind Stab Thrust your greatsword into the ground, creating a powerful attack that damages and applies Vulnerability. [12s]
Phantasmal Berserker Phantasm. Create a phantasm that uses a whirling attack to damage and Cripple foes. [20s]
Illusionary Wave Push back all foes in front of you with a wave of mystical energy. [30s]

Staff:
Winds of Chaos Bounce an orb of energy between enemies and allies that applies random boons to all allies and random conditions to enemies. [No recharge]
Feigned Escape Clone. Roll away from your target, summoning a clone that casts Wind of Chaos. [10s][F: Leap]
Illusionary Warlock Phantasm. Summon an illusion that deals extra damage for each condition on the target foe. [18s]
Chaos Armor Give yourself chaos armor, giving you random boons and your foe random conditions whenever you are struck. [40s] N.B. 5s Duration.
Chaos Storm Create a magical storm at target location that applies random conditions to enemies and random boons to allies. [40s][I:Ethereal Field]

Scepter:
Ether Bolt Chain. Shoot out a bolt of energy that Confuses your target. [No recharge]
> Ether Blast Chain. Shoot out a bolt of energy, Confusing your target. [No recharge]
> Ether Clone Clone. Summon a clone that casts Ether Bolt. [No recharge]
Illusionary Counter Clone. Block the next attack. Counter by creating a clone that casts Ether Bolt. If you are not attacked, you Blind your target. [12s]
> Counter Spell Shoot out a bolt that Blinds enemies in a line. [N/A]
Confusing Images Channel a beam of energy that damages and Confuses your foe. [15s]

Sword | Main hand:
Mind Slash Chain. Slash your foe causing Vulnerability. [No recharge]
> Mind Gash Chain. Gash your foe causing Vulnerability. [No recharge]
> Mind Stab Stab your foe, removing a boon from your target. [No recharge]
Blurred Frenzy Strike your foe with a flurry of strikes, distorting the space around you, making you Evade attacks. [8s]
Leap Clone. Summon an illusion at your location and leap at your target, crippling them. You have 5 seconds to swap location with your clone. [10s][F: Leap]
> Swap Swap places with your clone. Immobilize nearby foes. [N/A][F: Leap]

Sword | Off hand:
Illusionary Riposte Clone. Block your foe, creating an illusion when attacked. [15s]
> Counter Blade Shoot out a bolt that Dazes enemies in a line. [N/A]
Illusionary Swordsman Phantasm. Create a illusion that attacks your foe. [15s][F:Leap]

Focus:
Temporal Curtain Create a wall of energy that grants Swiftness to allies who cross it while Crippling foes who touch it. [25s][I: Light Field]
Illusionary Warden Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles. [25s]

Pistol:
Illusionary Duelist Phantasm. Create an illusion that unloads its pistols on your foe. [15s]
Trick Shot Hit up to three foes with a single shot. The first target is Stunned, the second is Dazed, and the third is Blinded. [25s][F:Physical Projectile]

Torch:
The Prestige Disappear in a cloud of smoke Blinding nearby foes. Reappear three seconds later, Burning nearby foes. [30s]
Illusionary Mage Phantasm. Create an illusion that applies Confusion to enemies and Retaliation to allies. [30s]

Harpoon:
Stab Chain. Stab your foe. [No recharge]
> Jab Chain. Jab your foe. [No recharge]
> Evasive Strike Evade while delivering a powerful final attack. [No recharge]
Feigned Surge Clone. Surge forward, attacking enemies in front of you, then teleport back to your starting location, creating a clone. [8s]
Illusionary Mariner Phantasm. Create an illusion that Evades while delivering a flurry of attacks on your foe. [20s]
Slipstream Create a current in front of you that rapidly propels you forward and Pushes back foes that enter. [25s]
Vortex Create a vortex at your location, Pulling nearby enemies toward you. [40s]

Trident:
Siren's Call Unfurl a ribbon of sonic energy that bounces off multiple foes, damaging and confusing them. [No recharge]
Ineptitude Befuddle your enemies with a Blinding flash of light. [12s]
Spinning Revenge Clone. Grant Retaliation to nearby allies and summon a clone to attack your foe. [20s]
Illusionary Whaler Phantasm. Create an illusion that Bleeds foes with a harpoon gun. [20s]
Illusion of Drowning Attach an illusionary anchor to your foe, causing them to Sink and take damage. [18s] N.B. Likely recharge typo.

Healing:
Ether Feast Heal yourself. Gain additional health for each active illusion. [20s]
Mantra of Healing Mantra. Meditate to charge a spell that will heal you. [8s]
> Power Return You are healed. [0s]
Mirror Reflect incoming projectiles and heal yourself. [30s]

Utility:
Arcane Thievery Manipulation. Send conditions on you to your foe and steal their boons. [90s]
Blink Manipulation. Teleport to target location. [30s] N.B. Breaks Stun.
Decoy Gain Stealth and summon an illusion to attack your foe. [60s] N.B. Breaks Stun, 3s duration.
Distortion Misdirect. Evade all attacks. [60s] N.B. Breaks Stun, 3s duration.
Illusionary Disenchanter Phantasm. Summon an illusion that damages your target and removes boons. [60s]
Illusion of Life Manipulation. Give allies Illusion of Vengeance at the target location, allowing them to get up from downed and keep fighting. Ally will be fully revived if they kill a foe. [135s]
Mantra of Concentration Mantra. Meditate, charging a spell that will grant you Stability and break Stuns. [30s]
Mantra of Distraction Mantra. Meditate, charging a spell that will Daze your target. [15s]
> Power Lock Daze your foe. [2s]
Mantra of Pain Mantra. Meditate, charging a spell that will damage your target. [1s]
> Power Spike Damage your foe. [1s]
Mantra of Resolve Mantra. Meditate, charging a spell that will remove all of your conditions. [15s]
> Power Cleanse Remove all your conditions. [1s]
Mimic Manipulation. Absorb an incoming projectile to be redirected at a foe. [15s]
> Echo Echo your Mimic, shooting the stored projectile at your foe. [N/A]
Mirror Images Clone. Summon two clones to attack your foe. [45s] N.B. Breaks Stun.
Mirrored Feedback Glamour. Create a dome around your foes that Reflects projectiles. [45s][I:Ethereal Field]
Null Field Glamour. Create a field that removes all boons from enemies, and removes all conditions from allies. [45s][I:Ethereal Field]
Phantasmal Defender Phantasm. Summon an illusion that redirects half of your incoming damage to itself. [60s]
Portal Entre Glamour. Create an entry portal at your location that teleports allies to your exit portal. [60s] N.B. 60s Duration.
> Portal Exeunt Glamour. Create an exit portal. [N/A]
Signet of Domination Signet Passive: Improved Condition Damage. Signet Active: Stun your foe. [45s]
Signet of Illusions Signet Passive: Grants more health to your illusions. Signet Active: Recharge your Shatter skills. [90]
Signet of Inspiration Signet Passive: Grants a random boon every 10 seconds. Signet Active: Copy all your boons to nearby allies. [45s]
Signet of Midnight Signet Passive: Improves boon duration. Signet Active: Blind nearby foes. [35s]
Veil of Invisibility Glamour. Create a wall that grants Stealth to you and your allies. [120s][I: Light Field] N.B. 15s Duration.

Elite:
Mass Invisibility You and all allies gain Stealth for a short time. [180s]
Moa Morph Transform. Turn your foe into a moa bird. [180s] N.B. 10s Duration.
Time Warp Create an area that warps time, granting you and your allies Quickness. [210s][I: Ethereal Field]

Downed:
Mind Blast Create an explosion of magical energy, Confusing your foe. [No recharge]
Phantasmal Rogue Phantasm. Summon a Phantasmal Rogue that Blinds and does damage. [10s]
Teleport Teleport to target location. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
???
Shared Burden ??? [?s]
Illusion of Life Gain Stealth and summon a clone to attack your foe. [10s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Posted Image

Necromancer status: Only half a picture with regards to traits.

N.B. The necromancer has had a radical re-design since the recent beta event.

Life Force:
Death Shroud Assume a spectral form and gain new skills, turning you life force into health. [10s from end of Death Shroud] N.B. Breaks stun.

Death Shroud | Land:
Life Blast Blast a foe with accumulated life force, dealing more damage the more life force you have. [No recharge]
Dark Path Send out a claw. If this attack hits an enemy, you teleport to that foe and Chill nearby enemies. [15s]
Doom Make your foe flee in Fear. [20s]
Life Transfer Damage nearby foes and steal their life force. [40s]

Death Shroud | Water:

Life Blast Blast a foe with a plague that transfers one condition to them. [No recharge]
Dark Water Blind and Poison foes near your target with a dark cloud. [15s]
Wave of Fear Terrify all foes in front of you with a wave of Fear. [25s]
Gathering Plague Draw conditions from nearby allies to yourself, and inflict Weakness on yourself. [30s]

Staff:
Necrotic Grasp Send out a grasping hand that damages enemies in a line and grants Life Force to the caster. [No recharge][F: Physical Projectile 20%]
Mark of Blood Mark. Inscribe a mark that inflicts Bleeding on foes and grants Regeneration to allies when triggered by a foe. [10s]
Chilblains Mark. Inscribe a mark that inflicts Chill on foes and leaves a persistent Poison area when triggered by a foe. [20s][I: Poison Field]
Putrid Mark Mark. Inscribe a mark that transfers conditions from allies to foes when triggered by a foe. [15s][F: Blast]
Reaper's Mark Mark. Inscribe a mark that causes Fear on foes when triggered by a foe. [45s]

Axe:
Rending Claws Slash your foe twice with ghostly claws, causing Vulnerability. [No recharge]
Ghastly Claws Summon spectral claws to slash your foe in a quick flurry of strikes gaining Life Force per strike. [6s]
Unholy Feast Damage and Cripple nearby foes. Gain Retaliation for each foe you strike. [15s]

Dagger | Main hand:
Necrotic Slash Chain. Slash your foe twice. [No recharge]
> Necrotic Stab Chain. Stab your foe again. [No recharge]
> Necrotic Bite Slash your foe again and gain life force. [No recharge]
Life Siphon Siphon health from your foe. [12s]
Dark Pact Immobilize your foe. [25s]

Dagger | Off hand:
Deathly Swarm Unleash an insect swarm Blinding multiple foes. Transfer three conditions to your target on a successful attack. [18s]
Enfeebling Blood Apply Poison and Weakness to foes in the target area. [25s]

Scepter:
Blood Curse Chain. Bleed your foe. [No recharge]
> Rending Curse Chain. Bleed your foe. [No recharge]
> Putrid Curse Poison your foe. [No recharge]
Grasping Dead Summon skeletal hands to Cripple foes in the target area. [10s]
Feast of Corruption Strike your target dealing additional damage and gaining Life Force for each condition on them. [10s]

Focus:
Reaper's Touch Send out a scythe that bounces between foes and allies. Causes Vulnerability on foe and Swiftness on allies. [18s]
Spinal Shivers Inflict Chill on your target and remove 3 Boons. [25s]

Warhorn:
Wail of Doom Screech a wail of doom in a cone pattern Dazing foes. [30s]
Locust Swarm Gain Swiftness and summon a swarm of locusts that Cripple nearby foes. [30s]

Harpoon:
Cruel Strike Chain. Stab your foe. [No recharge]
> Wicked Strike Chain. Strike your foe again. [No recharge]
> Reaper's Scythe Reap life force from nearby foes. [No recharge]
Wicked Spiral Spin in place, applying Vulnerability to struck enemies. [10s]
Deadly Feast Gain Swiftness and summon a swarm of vampiric shrimp that siphon health from nearby foes. [18s]
Deadly Catch Whirl around, throwing out spears at foes that Pull them to you and Cripple them. [25s][F: Whirl]
Dark Spear Pull yourself to a foe and apply Bleeding to them. [25s]

Trident:
Crimson Tide Bleed enemies around your target. [No recharge]
Feast Weaken and damage foes around you. [12s]
Foul Current Dart at your foe, leaving Poisonous bubbles behind. [15s]
Sinking Tomb Entomb your foe and make them Sink. [20s]
Frozen Abyss Chill foes near you. [25s]

Healing:
Consume Conditions Feast on your conditions, gaining health for each one consumed. [25s]
Summon Blood Fiend Minion. Summon a blood fiend that transfers health to you on each attack. [20s]
> Taste of Death Sacrifice your blood fiend to heal yourself. [N/A]
Well of Blood Well. Conjure well of blood to heal nearby allies. [40s][I: Light Field]

Utility:
Barbed Signet Passive: Melee attackers may incur Bleeding on striking you. Active: Bleed your foe twice. [40s]
Blood is Power Corruption. Bleed yourself. Bleed you target and gain life force. [30s]
Corrosive Poison Cloud Corruption. Weaken yourself. The target area is enveloped in a noxious cloud that Poisons foes and leaves them Vulnerable. [40s][I: Poison Field]
Corrupt Boon Corruption. Poison yourself. Transform all boons on your foe into negative conditions. [25s]
Epidemic Corruption. Apply Vulnerability to yourself. Spread conditions on a target foe to all nearby foes. [15s]
Plague Signet Signet Passive: Transfer conditions from nearby allies to yourself. Signet Active: Send your conditions to a foe. [60s] N.B. Breaks stun.
Signet of Spite Signet Passive: Improves Power. Signet Active: Inflict Bleed, Blind, Cripple, Poison, and Vulnerability on your foe. [90s]
Signet of the Locust Signet Passive: Increases your movement speed. Signet Active: Steal health from nearby enemies. [60s]
Signet of Undeath Signet Passive: Generates life force. Signet Active: Revive nearby allies. [240s] N.B. Breaks Stun.
Spectral Armor Spectral. Surround yourself with spectral armor, applying Protection, and gain life force as you take damage. [90s] N.B. Breaks stun.
Spectral Grasp Spectral. Pull your foe to you and Chill them. [40s]
Spectral Wall Spectral. Create a spectral wall that grants Protection to allies and inflicts Vulnerability on foes. [60s][I: Ethereal Field]
Spectral Walk Spectral. Step into the shadows and walk with a trail behind you. When Spectral walk ends, return to where you cast it. [60s]
> Sever Spectral Bond Sever your spectral bond. You will not return to the casting point, but the act will leave you Vulnerable for three seconds. [N/A]
Summon Bone Fiend Minion. Summon a bone fiend that attacks foes at range. [30s]
> Rigor Mortis Immobilize your bone fiend and it will Immobilize foes. [50s]
Summon Bone Minions Minion. Summon two bone minions. [20s]
> Putrid Explosion Explode a bone minion. [1s][F: Blast]
Summon Flesh Wurm Minion. Summon an immobile flesh wurm to attack foes. [40s]
> Necrotic Traversal Sacrifice your flesh wurm, teleport to it,and Poison foes. [N/A][F: Blast]
Summon Shadow Fiend Minion. Summon a shadow fiend to attacks foes. [30s]
> Haunt Command your shadow fiend to teleport to and Blind a foe. [20s]
Well of Corruption Well. Transform boons of foes into conditions every two seconds. [60s][I: Dark Field]
Well of Darkness Well. Target area pulses, Blinding foes every two seconds with each pulse. [60s][I: Dark Field]
Well of Power Well. Transform conditions on allies into boons every two seconds. [60s][I: Dark Field]
Well of Suffering Well. Damage foes and inflict Weakness every two seconds. [60s][I: Dark Field]

Elite:
Lich Form Transform. Assume the form of a lich for a brief time. [180s]
> Deathly Claws Send out grasping claws to damage your enemies. [No recharge]
> Marked for Death Mark. Inscribe a mark that gives massive Vulnerability when triggered by a foe. [10s]
> Chilling Wind Release a freezing wind that Chills and Pushes back enemies. [20s]
> Jagged Horror Mark. Minion. Inscribe a mark on the ground that summons five jagged horrors when triggered by a foe. [25s]
> Grim Specter Send out a claw that rips off boons and conditions and explodes. [30s]
Plague Transform. Become a virulent cloud and inflict multiple conditions on foes you touch. [180s]
> Withering Plague Add Bleeding to your plague. [No recharge]
> Plague of Darkness Add Blindness to your plague. [No recharge]
> Plague of Pestilence Add Cripple and Weakness to your plague. [No recharge]
Summon Flesh Golem Minion. Summon a flesh golem to attack foes with Crippling claws. [30s from death of flesh golem]
> Charge Command your flesh golem to charge a foe. [40s]

Downed:
Life Leech Leech life from a foe to heal yourself. [1s]
Fetid Ground Damage your nearby foes. [10s]
Fear Makes your foe flee in Fear. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Feeding Frenzy Summon a school of undead fish to attack your foes. [15s]
Death Curse Poison yourself and your foe. [No recharge]
Life Leech Leech life from a foe to heal yourself. [1s]
Help Me! Call for help from allies. Makes you invulnerable for a short while. [20s]

Posted Image

Ranger status: "Yeah we just did a pass on ranger utilities to get them to be as diverse and as good as the warrior ones."

Pet summoning:
The text of the pet summoning button/mechanic has not been documented yet - demo characters start with a single pet and it's pre-deployed, so there wasn't any need for investigation.

Greatsword:
Slash Chain. Slash your foe. [No recharge]
> Slice Chain. Slice your foe. [No recharge]
> Power Stab Stab your foe and Evade attacks. [No recharge]
Swoop Run and leap at your foe, hitting them and nearby foes. [10s][F: Leap]
Counterattack Block and counter an attack with a kick that Pushes foes back. [15s]
> Crippling Throw [While blocking] Throw your greatsword, Crippling your foe. [No recharge][F: Physical Projectile]
Maul Bleed your foe multiple times with a mauling strike. [20s]
Hilt Bash Daze your foe with a hilt bash. Stun them if you hit from behind. Your pet's next attack does double damage. [30s]

Longbow:
Long Range Shot Shoot your foe from long range. The farther the arrow flies, the more damage it does. [No recharge][F: Physical Projectile 20%]
Rapid Fire Fire multiple arrows at your foe. [10s][F: Physical Projectile 20%]
Hunter's Shot Fire an arrow to make your foe Vulnerable. Your pet gains Swiftness. [15s][F: Physical Projectile]
Point Blank Shot Push back your foe with a point-blank shot. The closer they are, the farther it Pushes them back. [15s][F: Physical Projectile]
Barrage Barrage the target area with a hail of Crippling arrows. [30s]

Shortbow:
Cross Fire Fire an arrow. Bleed your target if you hit them from behind or from the side. [No recharge][F: Physical Projectile 20%]
Poison Spray Fire a spread of Poison arrows. [9s]
Quick Shot Fire a quick shot in an Evasive retreat. Gain Swiftness if the shot hits. This can be used while retreating. [9s][F: Physical Projectile]
Crippling Shot Shatter your foe's dreams of becoming an adventurer with a single arrow to the knee. Your pet's next three attacks inflict Bleeding. [12s][F: Physical Projectile]
Concussion Shot Daze your foe with an arrow. Stun them if you hit from behind or from the side. [18s][F: Physical Projectile]

Axe | Main hand:
Ricochet Bounce your axe off multiple foes. [No recharge][F: Physical Projectile 20%]
Splitblade Throw a spread pattern of 5 whirling axes that Bleeds foes. [6s][F: Physical Projectile 20%]
Winter's Bite Throw an axe to Chill your foe. Your pet's next attack inflicts Weakness. [10s]

Axe | Off hand:
Path of Scars Boomerang an axe in a line, striking foes each way. [15s][F: Physical Projectile]
Whirling Defense Blocks projectiles while damaging nearby foes. [25s][F: Whirl]

Sword:
Slash Chain. Slash your foe. [No recharge]
> Kick Chain. Kick your foe for a short Cripple. [No recharge]
> Pounce Leap at your foe, striking them. Your pet gains Might. [No recharge]
Hornet Sting Stab your foe, then quickly retreat backwards. [8s]
> Monarch's Leap Leap back into the fight, Crippling your foe. [N/A][F: Leap]
Serpent's Strike Twist around your foe to Poison them. [12s]

Dagger:
Stalker's Strike Stab your foe, Poisoning them and Evading attacks. [10s]
Crippling Talon Throw a dagger to Bleed and Cripple your foe. [12s][F: Physical Projectile]

Torch:
Throw Torch Throw your torch and Burn your foe. [15s]
Set Ablaze Set a fire around you, Burning foes. [25s][I: Fire Field]

Warhorn:
Hunter's Call Call hawks to swarm your foe. [25s]
Call of the Wild Grant Fury, Might, and Swiftness to yourself and nearby allies. [35s]

Harpoon:
Stab Chain. Stab your foe. [No recharge]
> Jab Chain. Jab your foe. [No recharge]
> Evasive Stab Evade while delivering a powerful attack. [No recharge]
Swirling Strike Attack while Reflecting projectiles. [8s]
Dart Dart at your foe. Grant Swiftness to your pet. [10s]
Counter Strike Prepare to throw your spear while Blocking. If you Block, Push back your attacker with a kick. [15s] N.B. Throws spear if not attacked.
Man O'War Immobilize your foe and strike them multiple times. [18s]

Speargun:
Splinter Shot Shoot a spear that splinters around your target, striking and Bleeding multiple foes. [No recharge]
Coral Shot Shoot a spear that collects sharp coral as it travels, causing more Bleeding the farther it goes and Cripples. [10s]
Feeding Frenzy Drive piranhas into a feeding frenzy around your foe. Apply Fury to your pet. [10s]
Mercy Shot Fire a shot that strikes for more damage the less health your target has. [12s]
Ink Blast Blind nearby foes. [18s]

Healing:
Heal as One Heal yourself and your pet. [20s]
Healing Spring Create a healing spring that also removes conditions from you and your allies. [30s][I: Water Field]
Troll Ungent Regenerate health over time. [40s]

Utility:
"Search and Rescue" Pet. Your pet will seek out and revive a downed ally nearby. [85s]
Flame Trap Trap. Set a trap that Burns foes. [20s][I: Fire Field]
Frost Spirit Spirit. Summon a frost spirit that grants bonus damage to nearby allies. [60s]
> Cold Snap Your frost spirit releases a freezing blast of arctic air, Chilling nearby foes. [40s]
Frost Trap Trap. Set a trap that Chills foes. [45s][I: Ice Field]
Lightning Reflexes Survival. Evade back with a crack of lightning, gaining Vigor. [45s] N.B. Breaks stun.
Muddy Terrain Survival. Use mud to Cripple and Immobilize foes. [30s] N.B. Immobilizes initially, then pulses Crippling.
Quickening Zehpyr Survival. You and your pet move faster and gain Quickness. [60s]
Sharpening Stone Survival. Bleed foes with your next five attacks. [45s]
Signet of Renewal Signet Passive: Removes a condition every ten seconds. Signet Active: Your pet pulls all conditions from nearby allies to itself. [25s] N.B. Breaks Stun.
Signet of Stone Signet Passive: Improves Toughness for you and your pet. Signet Active: Your pet takes no damage from incoming attacks for ten seconds. [120s]
Signet of the Hunt Signet Passive: Grants increased movement speed to you and your pet. Signet Active: Your pet's next attack deals more damage. [120s]
Signet of the Wild Signet Passive: Grants health regeneration to you and your pet. Signet Active: Your pet grows larger, dealing more damage and gaining Stability. [120s]
Spike Trap Trap. Set a trap that Bleeds and Cripples foes. Pulses 3 times when triggered. [40s]
Stone Spirit Spirit. Summon a stone spirit that gives nearby allies a chance to gain Protection. [60s]
> Quicksand Your stone spirit softens the ground around it, Immobilizing foes. [45s]
Storm Spirit Spirit. Summon a storm spirit that grants nearby allies a chance to gain Swiftness when attacking. [60s]
> Call Lightning Your storm spirit strikes the area with a powerful blast of electricity. [20s]
Sun Spirit Spirit. Summon a sun spirit that grants allies a chance to inflict Burning. [60s]
> Solar Flare Your sun spirit releases the brilliance of the sun, Blinding nearby foes. [25s]
Viper's Nest Trap. Set a trap that Poisons foes. [30s]

Elite:
Entangle Survival. Entangle your foe. They are Immobile until the vines are destroyed. [150s]
Rampage as One Pet. Rampage with your pet, gaining Stability, Fury and Swiftness. You and your pet also grant Might to each other when you attack. [120s]
Spirit of Nature Spirit. Summon a spirit that heals allies. Command the spirit to revive and remove conditions from nearby allies. [180s]
> Nature's Renewal Command your Spirit of Nature to revive and remove conditions from nearby downed allies. [30s]

Downed:
Throw Dirt Throw a handful of dirt to Blind your foe. [No recharge]
Call Companion Resurrects your pet and summons it to you. [10s]
Lick Wounds Command your pet to resurrect you. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Throw Dirt Throw a handful of dirt to Blind your foe. [No recharge]
Call Companion Resurrects your pet and summons it to you. [10s]
Lick Wounds Command your pet to resurrect you. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Posted Image

Family | Armorfish

Family skills:
Bite Bite your foe. [No recharge]
Protection Apply Protection to yourself. [30s]
Chomp Chomp your foe to deal damage and heal yourself. [20s]

Species skills:
Stunning Rush [Armorfish] Rush at a foe and Stun them. [40s]

Notes:
Armorfish are all aquatic.
Armorfish have the highest Vitality of any family (tied with bear), and possess slightly above average Power.
Stability Training grants permanent Stability to armorfish (and bears).

Family | Bear

Family skills:
Slash Slash your foe with claws. [No recharge]
Bite Bite your foe and gain Regeneration. [15s]
Defy Pain You take no damage for the next few seconds. [45s]

Species skills:
Enfeebling Roar [Black Bear] Roar fiercely, Weakening nearby enemies. [45s]
> Enfeebling Maul [While underwater] Maul your foe, Weakening them. [20s]
Icy Roar [Polar Bear] Roar fiercely, Chilling nearby foes. [45s]
> Icy Maul [While underwater] Maul your foe fiercely and Chill them. [30s]
Poison Cloud [Murrelow] Emit a noxious cloud that Poisons and damages enemies. [35s][I: Poison Field]
> Poisonous Maul [While underwater] Maul your foe fiercely and Poison them. [20s]
Rending Maul [Arctodus] Make your foe Bleed with a fierce mauling. [15s]
Shake it Off [Brown Bear] Remove a condition from yourself and all nearby allies. [30s]
> Purge Conditions [While underwater] Purge all conditions from yourself. [30s]

Notes:
Bears are all amphibious.
Bears have the highest Vitality of any family (tied with armorfish), but are average in all other attributes (polar bears do have slightly higher Power however).
Stability Training grants permanent Stability to bears (and armorfish).

Family | Bird

Family skills:
Slash Slash your foe. [No recharge]
Swoop Swoop at your foe, making them Vulnerable. [12s]
Quickening Screech Grant Swiftness to nearby allies. [25s]

Species skills:
Blinding Slash [Raven, White Raven] Blind your foe with a slash. [20s]
Chilling Slash [Owl] Slash at foes and Chill them. [20s]
Lacerating Slash [Eagle] Slash your foes and cause them to Bleed. [20s]

Notes:
Birds are all terrestrial.
Birds have the second highest Precision of any family (behind feline), but also the third lowest vitality of any family (ahead of feline and spider).
Screech Training causes bird screeches to inflict Fear.

Family | Devourer

Family skills:
Shoot Poison Fire two shots from your tail that have a 10% chance to Poison. [No recharge]
Knockback Strike Push a nearby foe back with your tail. [20s]
Devourer Retreat Retreat by tunneling through the ground. [20s]
> Retreat [While underwater] Retreat from your foe. [20s]

Species skills:
Devourer Siege [Whiptail Devourer] Spray poison in an arc in front of you, damaging and Poisoning foes. [30s]
> Poison Cloud [While underwater] Shoot a noxious cloud at your foe, damaging and Poisoning them. [25s]
Poison Cloud [Carrion Devourer] Spit a ball of poison that covers an area with a Poisonous cloud. [40s][I: Poison Field]
> Regenerate [While underwater] Gain Regeneration. [30s]
Sting [Lashtail Devourer] Rapidly launch projectiles that Bleed your target. [30s]
> Lashtail Venom [While underwater] Your next two attacks Stun your victims. [60s]

Notes:
Devourers are all amphibious.
Devourers have the highest Toughness of any family, while also enjoying above average Precision and comfortable Vitality (this is to balance their limited attacks).
Devourer Training causes Shoot Poison to Pierce foes.

Family | Dog

Family skills:
Bite Bite your foe. [No recharge]
Crippling Leap Leap at your foe and Cripple them. [20s]
Brutal Charge Leap at your foe and Knock them down. [40s][F: Leap]

Species skills:
Chilling Howl [Alpine Wolf] Howl at foes to Chill them. [30s]
Howl of the Pack [Hyena] Howl to summon a hyena ally to fight with you. [45s]
Intimidating Howl [Krytan Drakehound] Howl at foes to Immobilize them. [20s]
Regenerate [Fern Mastiff] Howl to grant Regeneration to nearby allies. [25s]
Terrifying Howl [Wolf] Howl at foes to send them running in Fear. [45s]

Notes:
Dogs are all terrestrial.
Dogs have high Vitality and above average Precision - Vitality varies between species though (hyena and Krytan drakehound have the most).
Canine Training causes dogs to grant Stability to nearby allies when they howl.

Family | Drake

Family skills:
Bite Bite a foe with your jaws. [No recharge]
Chomp Bite a foe and gain health. [20s]
Tail Swipe Attack all surrounding foes with a tail swipe. [30s][F: Blast]

Species skills:
Fire Breath [Salamander Drake] Breathe a cone of fire that Burns foes. [30s]
> Boil [While underwater] Boil the water around your foe. [30s]
Frost Breath [Ice Drake] Breathe a cone of frost, damaging and Chilling foes. [25s]
> Frost Nova [While underwater] Freeze the water around your foe. [25s]
Insect Swarm [Marsh Drake] Exhale a swarm of insects that hits multiple enemies. [30s] N.B. Poisonous.
> Poison Cloud [While underwater] Surround yourself with Poisonous bubbles. [25s][I: Poison Field]
Lightning Breath [River Drake] Breathe bolts of lightning that bounce to nearby foes. [30s]
> Electrocute [While underwater] Charge the water around your foe with electricity. [30s]

Notes:
Drakes are all amphibious.
Drakes usually have very high Vitality and above average Toughness, but there is significant variation - the marsh drake is significantly Tougher, while the frost drake has substantially less Vitality.
Drake Training grants drakes permanent regeneration (possibly Regeneration) and condition removal (likely removes conditions every x seconds).

Family | Feline

Family skills:
Slash Slash at your foe, leaving them Vulnerable. [No recharge]
Bite Bite your foe for heavy damage. [6s]
Maul Slash a foe multiple times and make them Bleed. [20s]

Species skills:
Icy Pounce [Snow Leopard] Leap at your foe, Chilling them. [30s][F: Leap]
> Icy Bite [While underwater] Bite your foe, Chilling them. [25s]
Mighty Roar [Jungle Stalker] Give extreme Might to nearby allies. [30s]
Rending Pounce [Snow Lynx] Leap at target foe, causing them to Bleed. [15s][F: Leap]
Stalk [Jaguar] Gain Stealth. [30s]

Notes:
Felines are generally amphibious; the Snow Lynx is terrestrial.
Felines have the highest Precision of any family, but are average in all other attributes - this means they have the lowest Vitality, tied with spiders.
Speed Training halves the cooldown of feline (and shark) family skills.

Family | Jellyfish

Family skills:
Tentacle Slash Slash your foe. [No recharge]
Healing Cloud Release a cloud of mist that grants Regeneration to you and your allies. [30s]
Dark Water Blind foes near your target with a dark cloud. [40s][I: Smoke Field]

Species skills:
Chilling Whirl [Blue Jellyfish, Rainbow Jellyfish] Whirl your tentacles, Chilling the foes you strike. [30s]
Immobilizing Whirl [Red Jellyfish] Whirl your tentacles, Immobilizing the foes you strike. [30s]
Poisoning Whirl [Green Jellyfish] Whirl your tentacles, Poisoning foes you strike. [30s]

Notes:
Jellyfish are all aquatic.
Jellyfish have high Vitality (comparable to dogs), and are average in all other attributes.
Venomous Training causes jellyfish (and spiders) to inflict Vulnerability with their attacks.

Family | Moa

Family skills:
Peck Peck at your foe. [No recharge]
Harmonic Cry Heal yourself and nearby allies. [40s]
Frenzied Attack Attack with a pecking frenzy and make your foe Vulnerable. [20s]

Species skills:
Call of the Wild [Golden Moa] Grant Vigor and Swiftness to nearby allies. [40s]
Dazing Screech [Black Moa, Flamingo] Create a cone of sound, Dazing foes. [30s]
Furious Screech [Red Moa] Screech angrily to grant Fury to nearby allies. [30s]
Protecting Screech [Blue Moa] Screech to grant Protection to nearby allies. [40s]
Rejuvenating Screech [White Moa] Screech to grant Regeneration to nearby allies. [30s]

Notes:
Moas are all terrestrial.
Moas have high Vitality (comparable with most dogs), but are average in all other attributes.
Screech Training causes bird screeches to inflict Fear.

Family | Pig

Family skills:
Jab Jab your foe with your tusks. [No recharge]
Maul Maul your foe, causing them to Bleed. [20s]
Brutal Charge Charge your foes and Knock them down. [40s][F: Leap]

Species skills:
Forage [Boar, Pig, Siamoth, Tapir, Warthog] Search the area for an improvised weapon. [40s]

Improvised weapons - Boar:
Bone - Bone Crack Stun your foe. N.B. 3s Duration.
Rock - Throw Rock Throw a rock to Knock down your foe. [F: Physical Projectile 20%]
Skull - Skull Fear Strike Fear into nearby foes. N.B. 3s Duration.

Improvised weapons - Pig:
Egg - Eat Egg Restore health and initiative. N.B. Gain 10 initiative.
Seed Pod - Healing Seed Grant Regeneration to yourself and nearby allies. [I: Water Field] N.B. Creates an actual tree.

Improvised weapons - Siamoth:
Ectoplasm - Consume Ectoplasm Gain all boons.
Tuft of Hair - Blinding Tuft Throw a handful of feathers, vanishing in Stealth and Blinding nearby foes.

Improvised weapons - Warthog:
Gunk - Throw Gunk Throw gunk at target area to inflict a random condition. [I: Ethereal Field]
Scale - Throw Scale Throw the scale to Bleed and Poison your foe. [F: Physical Projectile 20%]
Venom Sac - Exploding Venom Sack Cover the target area in a Poisonous cloud. [I: Poison Field]

Notes:
Pigs are all terrestrial.
Pigs have high Vitality (comparable with the hardiest dogs), but are average in all other attributes.
Porcine Training causes pigs to deal additional Bleeding, though it's not yet clear how - hopefully not simply a buff to Maul, as it is an extremely weak Bleed skill currently.

Family | Shark

Family skills:
Bite Bite your foe causing them to Bleed. [No recharge]
Charging Bite Charge your foe, striking them multiple times and causing them to Bleed. [20s][F: Leap]
Fear Make your foe flee in Fear. [40s]

Species skills:
Feeding Frenzy [Shark] Enter a Frenzy. Attack faster and Bleed on each hit. [45s]

Notes:
Sharks are all aquatic.
Sharks have very high Precision, but also enjoy healthy levels of Vitality.
Speed Training halves the cooldown of shark (and feline) family skills.

Family | Spider

Family skills:
Spit Spit at your foe. [No recharge][F: Physical Projectile 20%]
Entangling Web Shoot a web, Immobilizing your foe. [20s]
Poison Gas Spit a ball of venom that covers an area with a Poison gas. [20s][I: Poison Field]

Species skills:
Deadly Venom [Forest Spider] Your next three attacks Poison foes. [30s]
Paralyzing Venom [Black Widow Spider, Jungle Spider] Your next attack Stuns your foe. [45s]
Weakening Venom [Canyon Spider] Your next 2 attacks Weaken your foes and make them Vulnerable. [30s]

Notes:
Spiders are all terrestrial.
Spiders are average in all attributes, making them the weakest of all pets (this is to balance them having the strongest ranged offense and only family skill combo field).
Venomous Training causes spiders (and jellyfish) to inflict Vulnerability with their attacks.

Teasers, hints & rumors:
The "Minipets Alpha" series reveals the existence of the following other species, that may be tameable - Frost Drake, Frost Spider, Green Moa, Swamp Drake, Swamp Spider, Yellow Moa.

Edited by Vorsakan, 15 May 2012 - 07:06 AM.
Press beta


#3 Vorsakan

    Storm Chaser

  • Site Contributors
  • 2918 posts

Posted 24 August 2010 - 09:57 AM

Posted Image

N.B. Thief weapon skills don't have recharges, instead possessing initiative costs e.g. [3i] = 3 initiative 'pips' cost.

Stealing:
Steal Shadowstep to your foe and Steal from them. [45s]

Shortbow:
Trick Shot Bounce an arrow off multiple nearby foes. [No initiative][F: Physical Projectile 20%]
+ Stealth = Surprise Shot Shoot an arrow that Immobilizes your foe. [No initiative]
Cluster Bomb Fire a cluster bomb at target area. Detonate in mid air for mutiple explosions. [3i][F: Blast]
> Detonate Cluster Detonate your cluster bomb in midair. [N/A]
Disabling Shot Do an Evasive leap from your foe while firing a Crippling shot. [3i][F: Physical Projectile]
Choking Gas Fire an arrow that fills target area with a Poisonous cloud. [4i][I: Poison Field]
Infilitrator's Arrow Fire an arrow and shadowstep to the target area, Blinding nearby enemies. [6i]

Dagger | Main hand:
Double Strike Chain. Strike your foe twice. [No initiative]
> Wild Strike Chain. Strike your foe again. [No initiative]
> Lotus Strike Strike your foe with and cause Weakness. [No initiative]
+ Stealth = Backstab Leap at your foe, striking for double damage if you hit from behind. [No initiative]
Heartseeker Leap and strike your foe, the less health your target has, the more damage you cause. [3i][F: Leap]
+ No off hand = Twisting Fangs Spin in place, hitting nearby enemies. Each hit causes bleeding. [4i]
+ Off hand dagger = Leaping Death Blossom Dual Wield. Leap over your opponent, striking nearby enemies 3 times. Each hit causes Bleeding. [4i][F: Whirl]
+ Off hand pistol = Shadow Shot Dual Wield. Fire a Blinding shot at your target and Shadowstep to them for a dagger strike. [4i][F: Physical Projectile]

Dagger | Off hand:
Dancing Dagger Throw a dagger that Cripples nearby foes and returns to you. [3i][F: Physical Projectile]
Cloak and Dagger Stab your foe and vanish in Stealth, leaving them Vulnerable. [5i]

Pistol | Main hand:
Vital Shot Bleed your foe with a shot to the vitals. [No initiative][F: Physical Projectile 20%]
+ Stealth = Sneak Attack Rapid fire attack that causes Bleeding. [No initiative]
Body Shot Make your foe Vulnerable with a body shot. [3i][F: Physical Projectile]
+ No off hand = Repeater Blast your foe with rapid fire from your pistol. [5i][F: Physical Projectile 20%]
+ Off hand dagger = Shadow Strike Dual Wield. Stab your foe, then shadowstep away and shoot them. [5i]
+ Off hand pistol = Unload Dual Wield. Blast your foe with both pistols. [4i][F: Physical Projectile 20%]

Pistol | Off hand:
Head Shot Daze your foe with a head shot. [5i][F: Physical Projectile]
Black Powder Fire a shot with black powder, creating a smoke cloud that Blinds nearby enemies. [6i][I: Smoke Field][F: Physical Projectile]

Sword:
Slice Chain. Slice your foe. [No initiative]
> Slash Chain. Slash your foe again. [No initiative]
> Crippling Strike Cripple your foe with a final strike. [No initiative]
+ Stealth = Tactical Strike Bash your foe with the hilt of the sword causing Blindness. Daze them if you hit them from behind. [No recharge]
Infiltrator's Strike Shadowstep to your target, striking them. Use Shadow Return to Shadowstep back. [2i]
> Shadow Return Return to your original location. Lose one condition. [2i]
+ No off hand = Stab Stab your foe. [No initiative]
+ Off hand dagger = Flanking Strike Dual Wield. Evade and stab your foe in the back twice. [4i]
+ Off hand pistol = Pistol Whip Dual Wield. Pistol Whip your foe, stunning them. Then repeatedly slash them with your sword. [5i]

Harpoon:
Stab Chain. Stab your foe [No initiative]
> Jab Chain. Strike your foe again. [No initiative]
> Poison Tip Strike Poison your foe with a final attack. [No initiative]
+ Stealth = Deadly Strike Attack from Stealth, Bleeding and Weakening your target. [No initiative]
Flanking Strike Evade your foe and then attack. [3i]
Nine Tail Strike Block your foe and counterattack with a series of strikes. Gain initiative if you are not attacked. [3i]
> Break Stance Break your Blocking stance to gain initiative. [N/A]
Tow Line Throw a tow line that Pulls you to your foe and Cripples them. [4i]
Shadow Retreat Strike your foe repeatedly with a shadowy assault. [5i]

Speargun:
Piercing Shot Bleed multiple foes in a line with a piercing shot. [No initiative][F: Physical Projectile]
+ Stealth = The Ripper Fire a shot from Stealth to Bleed your target. [No recharge][F: Physical Projectile 20%]
Deluge Fire four shots at your foe. [5i][F: Physical Projectile 20%]
Escape Shoot a harpoon and retreat, leaving a trail of Poison. [3i][F: Physical Projectile]
Disabling Shot Fire a harpoon that Cripples your foe. [4i][F: Physical Projectile]
Smoke Shot Shoot an ink shot that Blinds foes in a line. Detonate the shot and shadowstep to it. [5i]

Healing:
Hide in Shadows Vanish in Stealth and gain Regeneration. Removes Burning, Poison and Bleeding. [30s]
Signet of Malice Signet Passive: Grants health when you attack. Signet Active: Gain health. [20s]
Withdraw Roll backward while healing and Evade attacks. Removes Immobilize, Chilled and Crippled. [15s]

Utility:
Ambush Trap. Set a trap that, when triggered, calls in a fellow thief that attacks nearby foes for 20s. [45s]
Assassin Signet Signet Passive: Grants increased damage. Signet Active: Deal 50% more damage on your next attack. [45s]
Blinding Powder Deception. Blind foes in the target area and grant Stealth to nearby allies. [60s]
Caltrops Trick. Scatter caltrops that Bleed and Cripple foes. [30s]
Devourer Venom Venom. Your next two attacks Immobilize. [45s]
Haste Trick. Gain Quickness and regenerate endurance faster. [60s] N.B. Breaks stun.
Ice Drake Venom Venom. Chill foes with multiple attacks. [45s]
Infiltrator's Signet Signet Passive: Grants faster initiative regeneration. Signet Active: Shadowstep to your foe. [30s] N.B. Breaks Stun.
Needle Trap Trap. Set a trap Immobilizes and Poisons foes when triggered. [90s]
Roll for Initiative Trick. Evade backward to regenerate initiative and lose Cripple, Chilled and Immobilized conditions. [60s] N.B. Breaks Stun.
Scorpion Wire Trick. Throw a scorpion wire and Pull your foe to you. [30s][F: Physical Projectile]
Shadow Refuge Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in Stealth. [60s][I: Dark Field]
Shadow Step Deception. Shadowstep to the target location. Becomes Shadow Return which lets you return to your starting location and removes 3 conditions. [50s] N.B. Breaks Stun.
> Shadow Return Return to your starting location and lose 3 conditions. [N/A]
Shadow Trap Trap. Set a trap. You vanish in Stealth and shadowstep back to the trap when it is triggered. [30s]
Signet of Agility Signet Passive: Grants an increased chance of critical damage. Signet Active: Refills nearby allies endurance and grants Vigor. [30s]
Signet of Shadows Signet Passive: Grants a 10% increase in movement speed. Signet Active: Blind and Immobilize the target foe. [30s]
Skale Venom Venom. Inflict Vulnerability and Weakness with your next few attacks. [45s]
Smoke Screen Deception. Create a smoke screen that Blocks projectiles and Blinds foes. [30s][I: Smoke Field]
Spider Venom Venom. Poison foes with your next five attacks. [45s]
Tripwire Trap. Set a trap that Knocks down foes when triggered. [45s]

Elite:
Basilisk Venom Venom. Your next attack turns your foe to stone. [45s]
Dagger Storm Spin around, Reflecting projectiles and throwing daggers that Cripple nearby foes. [180s][F: Whirl]
Thieves Guild Call in your fellow thieves for combat support. [180s]

Downed:
Venomous Knife Throw a knife and Poison your foe. [No recharge]
Smoke Bomb Drop a smoke bomb and vanish in Stealth, shadowstepping to a new location. [10s]
Trail of Knives Bounce a knife off multiple foes. [5s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Diving Knife Throw a knife at your foe, Bleeding them. [No recharge]
Cheap Shot Knock back your foe with a kick. [5s]
Vanish in the Deep Vanish into the Depths. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

- - - - -

Steal skills:
Blinding Tuft Throw a handful of feathers, vanishing in Stealth and Blinding nearby foes.
Bone Crack Stun your foe.
Consume Ectoplasm Gain all boons. N.B. Grants all boons but Retaliation, for 10s.
Exploding Venom Sac Cover the target area in a Poisonous cloud. [I: Poison Field]
Mace Head Crack Daze your foe.
Rusty Scrap Strike Bleed, Poison, and Weaken your foe with a strike from your rusty scrap.
Shoot Rifle Shoot your foe, Launching them and making them Vulnerable while Pushing yourself back. [F: Physical Projectile]
Tooth Stab Stab and Bleed your foe.
Throw Gunk Throw gunk at target area and inflict a random condition. [I: Ethereal Field]
Throw Net Immobilize foes by throwing a net. [F: Physical Projectile]
Throw Rock Throw a rock to knock down your foe. [F: Physical Projectile 20%]
Throw Scale Throw the scale to Bleed and Poison your foe. [F: Physical Projectile 20%]
Use Scepter Use the scepter to create magical effects.
Use Staff Use the staff to create magical effects.
Whirling Axe Spin and attack nearby foes. You can move while spinning.

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Burst skills:
Arcing Slice [Greatsword] Burst. Strike your foe with an uppercut that grants Might. [10s]
Combustive Shot [Longbow] Burst. Ignite target area, Burning nearby foes. Effect increases with adrenaline level. [20s][I: Fire Field]
Earthshaker [Hammer] Burst. Jump to the targeted location and slam your hammer down, damaging and Stunning foes. [15s][F: Blast]
Eviscerate [Axe] Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level. [10s][F: Leap]
Flurry [Sword] Burst. Immobilize your foes with a flurry of strikes. Effect increases with adrenaline level. [10s]
Kill Shot [Rifle] Burst. Fire a powerful shot. Damage increases with adrenaline level. [10s][F: Physical Projectile]
Skull Crack [Mace] Burst. Stun your foe with a skull crack. Effect increases with adrenaline level. [15s]
Forceful Shot [Speargun] Burst. Fire a forceful shot. Damage increases with more adrenaline level. [10s]
Whirling Strike [Harpoon] Burst. Strike all foes around you, Stunning them. Effect increases with adrenaline level. [10s]

Greatsword:
Greatsword Swing Chain. Slash your foe. [No recharge]
> Greatsword Slice Chain. Strike your foe again. [No recharge]
> Brutal Strike Hit your foe with a final Brutal strike. [No recharge]
Hundred Blades Repeatedly strike multiple foes. The last strike does extra damage. [6s]
Whirlwind AttackWhirl in a target's direction, slashing foes along your path. [12s][F: Whirl]
Bladetrail Throw your greatsword at your foe. It travels to your target and returns to you,Crippling foes along its path. [20s][F: Physical Projectile]
Rush Charge your foe. [20s]

Hammer:
Hammer Swing Chain. Bash your foe. [No recharge]
> Hammer Bash Bash your foe again. [No recharge]
> Hammer Smash Chain. Smash the ground and damage nearby foes. [No recharge]
Fierce Blow Weaken your foe with a fierce blow. [12s]
Hammer Shock Smash the ground and send out a Crippling wave. [15s]
Staggering Blow Push back nearby foes with a staggering blow. [20s][F: Whirl]
Backbreaker Knock down your target foe. [25s]

Longbow:
Dual Shot Shoot a pair of arrows at your foe. [No recharge]
Incendiary Shot Shoot an arrow that explodes on impact, Burning your foe and damaging those in the blast area. [10s]
Fan of Fire Fire a spread of three flaming arrows, Burning foes. [10s]
Arcing Arrow Shoot a slow, arcing arrow that explodes on impact. [15s][F: Blast]
Pin Down Fire an arrow that Immobilizes the target foe. [25s][F: Physical Projectile]

Rifle:
Bleeding Shot Fire a shot that Bleeds your target. [No recharge][F: Physical Projectile 20%]
Aimed Shot Fire a precise shot that Cripples your foe. [10s][F: Physical Projectile]
Volley Fire a volley of shots at your foe. [10s][F: Physical Projectile 20%]
Brutal Shot Shoot your foe and make them Vulnerable. [15s][F: Physical Projectile]
Rifle Butt Push your foe back with your rifle butt. [20s]

Axe | Main hand:
Chop Chain. Chop your foe. [No recharge]
> Double Chop Chop twice. [No recharge]
> Triple Chop Chop 3 times. [No recharge]
Cyclone Axe Spin around and attack all nearby foes. [6s][F: Whirl] N.B. Inflicts Vulnerability.
Throw Axe Throw an axe that Cripples enemies. [10s][F: Physical Projectile]

Axe | Off hand:
Dual Strike Strike your foe with both axes. Gain Fury with each hit. [12s]
Whirling Axe Spin and attack nearby foes. You can move while spinning. [20s][F: Whirl]

Mace | Main hand:
Mace Smash Chain. Smash your foe. [No recharge]
> Mace Bash Chain. Bash your foe. [No recharge]
> Pulverize Thrash your foe, leaving them Weakened. [No recharge]
Counter Blow Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked. [10s]
> Adrenaline Rush Stop Blocking and gain adrenaline. [N/A]
Pommel Bash Daze your foe with a brutal pommel bash. [15s]

Mace | Off hand:
Crushing Blow Crush your opponent's armor, leaving them Vulnerable. [15s]
Tremor Send a wave toward your foe that knocks down enemies in a line. [25s][F: Physical Projectile] N.B. Has 1,200 range!

Sword | Main hand:
Sever Artery Chain. Bleed your foe with a slash. [No recharge]
> Gash Bleed your foe with a gash. [No recharge]
> Final Thrust Strike your foe with a powerful thrust. [No recharge]
Savage Leap Lunge at your foe, striking them with your sword. [8s][F: Leap]
Hamstring Cripple your foe with a precise slash. [15s]

Sword | Off hand:
Impale Throw your sword at your foe and apply multiple stacks of Bleeding over time. [20s][F: Physical Projectile]
> Rip Rip your sword from your foe for extra damage. [1s]
Riposte Block the next incoming attack. Riposte and Bleed your foe if you Block a melee attack. Gain adrenaline if you are not attacked. [15s]

Shield:
Shield Bash Bash you foe with your shield and Stun them. [25s][F: Leap]
Shield Stance Block incoming attacks. [25s]

Warhorn:
Charge Grant Swiftness to yourself and allies, while removing Chill, Cripple, and Immobilize. [20s]
Call to Arms Grant Vigor to yourself and allies, while Weakening nearby foes. [20s]

Harpoon:
Stab Chain. Stab your foe. [No recharge]
> Jab Chain. Jab your foe again. [No recharge]
> Impale Impale your foe, Crippling them. [No recharge]
Mariner's Frenzy Attack foes in front of you with a series of strikes. [8s]
Harpoon Pull Pull your foe to you. [15s]
Parry Block your foe. Counterattack with a powerful strike. Gain adrenaline if you are not attacked. [15s]
Tsunami Slash Spin forward and strike foes along the way. [25s]

Speargun:
Mariner's Shot Shoot your foe from long range. The farther the shot goes, the more damage it does. [No recharge][F: Physical Projectile]
Brutal Shot Make your foe Vulnerable with a shot to their vitals. [3s]
Split Shot Your shot splits into a spread of harpoons that each Bleed your target. [8s]
Knot Shot Fire a shot that Immobilizes your foe. [25s]
Repeating Shot Fire multiple shots that Push back your foe. [25s]

Healing:
Healing Signet Signet Passive: Grants Regeneration. Signet Active: Heal yourself. [40s]
Healing Surge Heal yourself and build adrenaline. [30s]
Mending Heal yourself and remove a condition. [20s]

Utility:
"Fear Me!" Shout. Induce Fear and Weakness in all nearby foes. [95s][F: Blast]
"For Great Justice!" Shout. Grant Fury and Might to yourself and nearby allies. [25s]
"I Will Avenge You!" Shout. Gain Might, Regeneration, and Swiftness. If you kill a foe, your allies rally. [85s]
"Shake It Off!" Shout. Remove a condition from yourself and nearby allies. It can also break stuns. [25s]
Balanced Stance Stance. You gain Stability. [40s]
Banner of Defense Banner. Place a banner that increases Toughness and Vitality for you and nearby allies. [120s][F: Blast]
Banner of Discipline Banner. Place a banner that improves Precision and Prowess on you and nearby allies. [120s][F: Blast]
Banner of Strength Banner. Place a banner that improves Power and Malice on you and nearby allies. [120s][F: Blast]
Banner of Tactics Banner. Place a banner that increases Compassion and Concentration for you and nearby allies. [120s][F: Blast]
Berserker's Stance Stance. Gain adrenaline for a short time. [60s]
Bull's Charge Physical. Charge your foe and Knock down fleeing foes. [40s][F: Leap]
Dolyak Signet Signet Passive: Reduces incoming damage. Signet Active: Gain Stability. [60s]
Endure Pain Stance. Take no damage from incoming attacks. [90s]
Frenzy Stance. Improved Critical Damage and Quickness. [60s]
Kick Physical. Push your foe back with a kick. [20s]
Signet of Fury Signet Passive: Gain Precision. Active: Gain adrenaline. [60s]
Signet of Might Signet Passive: Improves Power. Signet Active: Gain Might. [60s]
Signet of Stamina Signet Passive: Grants faster endurance regeneration. Signet Active: Remove all conditions. [45s]
Stomp Physical. Launch nearby foes into the air with a powerful stomp. [60s][F: Blast]
Throw Bolas Physical. Throw bolas to Immobilize your foe. [20s][F: Physical Projectile]

Banner: N.B. These skills are gained by picking up any banner.
Stab Stab a foe with your banner. [No recharge]
Sprint Run forward with your banner. [30s]
Inspire Inspire nearby allies, granting Swiftness. [30s]
Plant Standard Plant the standard back in the ground. [No recharge]

Elite:
Battle Standard Banner. Place a battle standard that revives fallen allies and applies Stability, Fury, and Might to allies. [240s][F: Blast]
Rampage Transform. Take the form of a massive Juggernaut. [180s] N.B. 20s Duration.
> Smash Chain. Smash your foe. [No recharge]
>> ???
>> ???
> Kick Push back your foe with a kick. [6s]
> Dash Charge your foe. [8s][F: Leap]
> Throw Boulder Throw a boulder and Knock down your foe. [12s]
> Stomp Launch nearby foes into the air with a powerful stomp. [15s][F: Blast]
Signet of Rage Signet Passive: Grants adrenaline. Signet Active: Gain Fury, Might, and Swiftness. [120s]

Downed:
Throw Rock Throw a rock at your target. [No recharge]
Hammer Toss Throw a hammer that knocks down foes. [10s]
Vengeance Rally and fight normally for a brief time. When the rally ends, you are defeated. [30s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
???
???
Vengeance Rally and fight normally for a brief time. When the rally ends, you are defeated. [30s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

______________________________________

Izzy Cartwright December 14th 2011: "We currently have 6 race skills these are often a mixture of elites, utility skills, and heal skills."

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Healing:

Utility:
Arcane Blast A simple ranged attack. [?s]
Radiation Field Creates a deadly field. [?s]

Elite:
Golem Battlesuit Summon a magical battlesuit that you can climb into and use to devastate foes. [?s]

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Utility:
Battle Roar Let out a battle roar, giving Might and Fury to nearby allies. [30s]
Hidden Pistol Shoot target foe with a hidden pistol. [15s]
Shrapnel Mines Scatter shrapnel mines that Bleed and Cripple enemies. [20s]

Elite:
Artillery Barrage Call down an artillery barrage at target location, damaging and Knocking down foes. [240s]
Charzooka Wrong text. [180s] N.B. Has 15 charges, but will expire after a time too.
> Fire Rocket Shoot a rocket at your foe, setting them on fire. [No recharge]
> Rocket Spray Push back enemies with a spread of rockets. [8s] N.B. Inflicts 5s of Burning too.
> Heat Seeker Fire a super powered heat-seeking rocket. [10s]
> Rocket Jump Blast the ground, damaging and Knocking down nearby foes and leaping backwards. [12s]
> Fire Rocket Barrage Fire a barrage of rockets at the target location. [15s]
Warband Support Call in members of your warband to assist you. [240s] N.B. NPCs determined by choice of Legion.

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Healing:
Prayer to Dwayna Beseech Dwayna to restore your health. [30s]

Utility:
Prayer to Kormir Beseech Kormir to remove 3 conditions from you. [40s]
Prayer to Lyssa Pray to Lyssa, granting a random boon to yourself and a random condition to target enemy. [40s]

Elite:
Avatar of Melandru Transform into an Avatar of Melandru. [180s]
> Oakheart Swipe Strike a nearby enemy with a massive swipe. [No recharge]
> Cleansing Leaves Shake, removing conditions from nearby allies. [10s]
> Roar of the Forest Entangle all nearby foes with binding roots, preventing them from moving until the roots have been destroyed. [15s]
> Summon Healing Spring Slam your fists on the ground, creating a healing area that Heals allies. [20s]
> Entangling Roots Entangle all nearby foes with binding roots, preventing them from moving until the roots have been destroyed. [20s]
Hounds of Balthazar Summon two Hounds of Balthazar to fight at your side. [240s]
Reaper of Grenth Become a Reaper of Grenth, Chilling and Poisoning nearby foes. [180s]

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Healing:

Utility:
Call Owl Call upon an owl to attack and Bleed your foe. [20s] N.B Not a summon, inflicts 20s Bleed.
Call Wurm Summon a wurm to fight for you. [90s] N.B. 60s Duration.

Norn elite:
Become the Bear Shape-shift into norn Bear form. [240s]
> Swipe Lash out with bear claws, damaging foes in front of you. [No recharge]
> Heavy Swipe Swipe at your foes Knocking them back. [5s]
> Maul Slash repeatedly at foe. [5s]
> Roar Roar, giving allies Might and Vigor. [10s]
> Charge Hold down to charge at enemies. [15s]
Become the Raven Shape-shift into norn Raven form. [240s]
> ???
> Wind Blast Blast foes with wind. [5s]
> Swoop Swoop at a target. [5s]
> Shriek Let out a wild shriek, Dazing nearby enemies. [10s]
> Rending Talons Slash repeatedly at enemy, inflicting Bleeding. [10s]
Become the Snow Leopard Shape-shift into norn Snow Leopard form. [240s]
> Frenzy Slash repeatedly at foe. [No recharge]
> Growl Let out a growl, Weakening foes. [5s]
> Leap Leap onto foe, Crippling them.
> Dash Hold down to dash at foes. [10s]
> Prowl Use Snow Leopard's grace to be unseen by your enemies. [15s]
Become the Wolf Shape-shift into norn Wolf form. [240s]
> Rending Slash Slash at your foe, Bleeding them four times. [No recharge]
> Blood Frenzy Slash repeatedly at foe, stealing life. [5s]
> Snarl Let out a snarl, striking Fear into your foes. [10s]
> ??? Shout that provides Fury and Regeneration. [?s]
> Leap Leap onto foe, Knocking them down. [15s]

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Healing:
Strength of the Dream Heals you from critical damage. [?s]

Utility:
Blessing of the Pale Tree Grants you protection. [?s]
Grasping Roots Entangle your foe. They are immobile until the vines are destroyed. [?s]

Elite:

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Combat Skills

Elite:
Summon Mistfire Wolf [Collector's Edition, Digital Deluxe] Summon a temporary Mistfire Wolf pet for use in combat. [?s]

Non-combat Skills

Pirate Sword: [Part of the Pirate's Mate Outfit available in the Gem Store]
Sword Flourish Give a display of swashbuckling sword mastery. [No recharge]
Shout Shout a mighty taunt to all in ear shot. [30s] N.B. Shouts "YARR".
Walk the Plank Take a long walk off a short plank. [60s] N.B. Fall over with a large splash effect.
Call Parrot Summon your trusty pet parrot to accompany you for a time. [300s]
Build Cannon Build a cannon! [1,800s] N.B. Anyone can activate the cannon for a "boom" effect.

Edited by Vorsakan, 15 May 2012 - 07:21 AM.
Press beta


#4 Vorsakan

    Storm Chaser

  • Site Contributors
  • 2918 posts

Posted 24 August 2010 - 10:00 AM

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Chaos Field

Known initiators:
Chaos Storm [Mesmer]

Suspected initiators:
Portal [Mesmer]

Known combos:
+ Projectile = Confuses struck foes.

Dark Field

Known initiators:
Well of Darkness [Necromancer]

Suspected initiators:
Well of Corruption [Necromancer]
Well of Power [Necromancer]
Well of Suffering [Necromancer]

Known combos:
+ Blast = Deals damage to nearby foes.

Fire Field

Known initiators:
Firewall [Elementalist]
Lava Font [Elementalist]

Suspected initiators:
Burning Retreat [Elementalist]
Burning Speed [Elementalist]
Napalm [Engineer]
Ring of Fire [Elementalist]
Set Ablaze [Ranger]

Known combos:
+ Leap = Burns nearby foes.
+ Projectile = Chance to burn struck foes.
+ Spin = Fling fireballs randomly.

Ice Field

Known initiators:
Frozen Ground [Elementalist]

Suspected initiators:
Chilblains [Necromancer]

Known combos:
+ Blast = Grant Armor of Frost to nearby allies.
+ Leap = Grant Armor of Frost to nearby allies.

Light Field

Known initiators:
Super Elixir [Engineer]
Symbol of Faith [Guardian]
Symbol of Swiftness [Guardian]

Suspected initiators:
Symbol of Courage [Guardian]
Symbol of Protection [Guardian]

Known combos:
+ Leap or spin = Remove conditions from nearby allies. N.B. The skill mentioned is Leaping Death Blossom, which may be a leap or a spin.
+ Projectile = Remove conditions from allies near struck foes.

Lightning Field

Known initiators:

Suspected initiators:
Lightning Storm [Elementalist - Conjure Lightning]
Static Field [Elementalist]

Known combos:
+ Projectile = Inflict additional damage. N.B. This combo is very, very old and may have changed- a subsequent Anet suggested a lightning enhanced projectile could stun.

Poison Field

Known initiators:
Contagion [Ranger - Murellow pet]

Suspected initiators:
Acid Bomb [Engineer]
Choking Gas [Thief]
Poison Cloud [Necromancer]
Radiation Field [Asura]

Known combos:
+ Pet = For a time, pet's attacks poison foes.
+ Projectile = Poison struck foes.

Smoke Field

Known initiators:
Smoke Screen [Thief]

Suspected initiators:

Known combos:
+ Leap = Cloak nearby allies.

Water Field

Known initiators:
Healing Spring [Ranger]

Suspected initiators:
Geyser [Elementalist]
Healing Rain [Elementalist]

Known combos:
+ Projectile = Grants healing to allies near struck foes.

Finishers

Blasts are a category of finisher that tend to cause AoE effects within fields.
Blast skills include engineer bombs (e.g. Big Ol' Bomb) and elementalist earth spells (e.g. Churning Earth & Eruption).

Leaps are another category of finisher that tend to cause AoE effects within fields.
Leaps feature on a wide range of professions, including warrior (Savage Leap), guardian (Faithful Strike), ranger (Swoop) and mesmer (Leap).

Pets are a category of finisher that focuses upon granting secondary effects to the attacks of pets passing through fields.
These finishers are distinct from pet attacks, which are covered by the usual combos - e.g. a phantasm's bullets passing through a field acts as a projectile finisher.
Pets are primarily the domain of rangers (their profession mechanic) and necromancers (e.g. Bone Minions).
It is unknown if turrets can participate in this kind of combo (they cannot move so may well not), and mesmer illusions very likely cannot (not a convincing illusion if your clones glow green after stepping in a friendly poison field!).

Projectiles are a category of finishers that tend to cause AoE effects immediately around their point of impact - that usually being where they strike a foe.
Projectile finishers may encompass all skills that fire an arrow or bullet, or throw an axe, dagger, sword or pet appendage!
However; confirmed projectile finishers are Illusionary Duelist attacks, Rapid Fire, Ricochet and Unload.

Spins are a category of finisher that we know little about, but may have a theme of launching projectiles randomly from within fields.
Spin skills include the warrior Whirling Axe, the ranger Whirling Defense and the mesmer Illusionary Warden.

Fan theorized finisher categories include wave (e.g. Wave of Wrath, Shockwave), flash (e.g. shadow stepping, Lightning Flash) and retreat (e.g. Dancing Blade, Quick Shot)

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Notes:
Runes are armor upgrades.
In the modern build, all armor classes can use all runes.
All runes are in their superior form, and taken from the February press beta build.
Bonuses are generally cumulative e.g. [1] +28, [3] +55, [5] +100 = +183 in total.
"Go down" = you enter the downed state.
"On hit" and "When hit" appear interchangeable, and seemingly both refer to hits against the player - these are attached to armor after all, not weapons!

Rune of the Adventurer
[1] +28 Condition Damage.
[2] +15 Power.
[3] +55 Condition Damage.
[4] +40 Power.
[5] +100 Condition Damage.
[6] When you use a healing skill you gain 100% Endurance. (Cooldown: 10s)

Rune of the Afflicted
[1] +28 Condition Damage.
[2] +15% Bleed duration.
[3] +55 Condition Damage.
[4] +15% Poison duration.
[5] +100 Condition Damage.
[6] You create a Death Nova when you go down. (Cooldown: 30s)

Rune of the Air
[1] +2% Critical Damage.
[2] +20% Swiftness duration.
[3] +3% Critical Damage.
[4] When you use a heal skill you gain Swiftness for 5s. (Cooldown: 10s)
[5] +5% Critical Damage.
[6] 5% Chance to cause a Lightning Strike when hit. (Cooldown: 10s)

Rune of the Balefire
[1] +25 Power.
[2] +15% Burning Duration.
[3] +50 Power.
[4] 5% Chance to gain Vigor for 10s when hit. (Cooldown: 30s)
[5] +90 Power.
[6] 5% Chance to cause a Fire Nova when hit. (Cooldown: 30s)

Rune of Balthazar
[1] +25 Power.
[2] +15% Burning duration.
[3] +50 Power.
[4] You gain Haste for 5s when you're hit below 20% health. (Cooldown: 90s)
[5] +90 Power.
[6] When you use a healing skill nearby foes are Burned for 3 seconds. (Cooldown: 90s)

Rune of the Centaur
[1] +25 Power.
[2] +15% Bleeding duration.
[3] +50 Power.
[4] +20% Swiftness duration.
[5] +90 Power.
[6] When you use a healing skill you and all nearby allies gain Swiftness for 10 seconds. (Cooldown: 10s)

Rune of the Citadel
[1] +25 Power.
[2] +15% Fury duration.
[3] +50 Power.
[4] 5% Chance to gain Fury for 30s when hit. (Cooldown: 60s)
[5] +90 Power.
[6] 5% Chance to summon a bomb on hit. (Cooldown: 10s)

Rune of Divinity
[1] +10 to all stats.
[2] +10 to all stats.
[3] +10 to all stats.
[4] +10 to all stats.
[5] +10 to all stats.
[6] +10 to all stats.

Rune of the Dolyak
[1] +25 Toughness.
[2] +15 Vitality.
[3] +50 Toughness.
[4] +35 Vitality.
[5] +90 Toughness.
[6] You regenerate health.

Rune of Dwayna
[1] +25 Healing.
[2] +20% Regeneration duration.
[3] +50 Healing.
[4] 5% Chance to gain Regeneration for 10s when hit. (Cooldown: 30s)
[5] +90 Healing.
[6] When you use a healing skill you and all nearby allies gain Regeneration for 10 seconds. (Cooldown: 10s)

Rune of the Eagle
[1] +25 Precision.
[2] +3% Critical Damage.
[3] +50 Precision.
[4] +5% Critical Damage.
[5] +90 Precision.
[6] +5% Damage vs targets with less than 50% health.

Rune of the Earth
[1] +25 Toughness.
[2] +20% Protection duration.
[3] +50 Toughness.
[4] 5% Chance to gain Protection for 10s when hit. (Cooldown: 30s)
[5] +90 Toughness.
[6] You gain a Magnetic Aura for 5s when you're hit below 20% health. (Cooldown: 90s)

Rune of the Elementalist
[1] +25 Power.
[2] +17 Condition Damage.
[3] +50 Power.
[4] +40 Condition Damage.
[5] +90 Power.
[6] +20% Burn and Chill duration.

Rune of the Engineer
[1] +25 Toughness.
[2] +17 Condition Damage.
[3] +50 Toughness.
[4] +40 Condition Damage.
[5] +90 Toughness.
[6] +5% Damage while holding a bundle.

Rune of the Fighter
[1] +25 Power.
[2] +15 Toughness.
[3] +50 Power.
[4] +35 Toughness.
[5] +90 Power.
[6] When you use a healing skill you gain Might for 20 seconds. (Cooldown: 10s)

Rune of the Fire
[1] +25 Power.
[2] +20% Might duration.
[3] +50 Power.
[4] 5% Chance to gain Might for 20s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] You gain a Fire Aura for 5s when you're hit below 20% health. (Cooldown: 90s)

Rune of the Flame Legion
[1] +25 Power.
[2] +15% Burning duration.
[3] +50 Power.
[4] 5% Chance to cause Burning for 1s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] +100 Power while health is above 90%.

Rune of the Flock
[1] +25 Healing.
[2] 5% Chance to summon an Attack Bird on your next attack when hit. (Cooldown: 10s)
[3] +50 Healing.
[4] Attack Bird causes Blindness for 5s.
[5] +90 Healing.
[6] When you use a healing skill you and nearby allies are healed for a small amount. (Cooldown: 10s)
N.B. The Attack Bird functions like a Spirit Weapon, flapping overhead and attacking periodically.

Rune of the Forge
[1] +25 Toughness.
[2] +15% Burning Duration.
[3] +50 Toughness.
[4] +20% Protection duration.
[5] +90 Toughness.
[6] You gain Protection for 10s and Burn all nearby foes when you're hit below 50% health. (Cooldown: 60s)

Rune of the Golemancer
[1] +2% Critical Damage.
[2] +15 Precision.
[3] +3% Critical Damage.
[4] +35 Precision.
[5] +5% Critical Damage.
[6] 5% Chance to summon a Golem when hit. (Cooldown: 90s)
N.B. Summons a Mark I Golem, who possesses a Whirlwind Attack.

Rune of Grenth
[1] +28 Condition Damage.
[2] +20% Chilled duration.
[3] +55 Condition Damage.
[4] 5% Chance to cause Chill for 3s when hit. (Cooldown: 30s)
[5] +100 Condition Damage.
[6] When you use a healing skill nearby foes are Chilled for 3 seconds. (Cooldown: 10s)

Rune of the Grove
[1] +25 Healing.
[2] +15% Protection duration.
[3] +50 Healing.
[4] 5% Chance to gain Protection for 10s when hit. (Cooldown: 30s)
[5] +90 Healing.
[6] 5% Chance to Root your target on hit. (Cooldown: 60s)

Rune of the Guardian
[1] +25 Toughness.
[2] +15 Healing.
[3] +50 Toughness.
[4] +35 Healing.
[5] +90 Toughness.
[6] You inflict 1s Burning when you Block.

Rune of Hoelbrak
[1] +25 Power.
[2] +20% Might duration.
[3] +50 Power.
[4] 5% Chance to gain Might for 20s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] -20% Duration on conditions applied to you.

Rune of the Ice
[1] +25 Vitality.
[2] +20% Chill duration.
[3] +50 Vitality.
[4] 5% Chance to Chill all nearby foes when hit. (Cooldown: 30s)
[5] +90 Vitality.
[6] +5% Damage against Chilled foes.

Rune of Infiltration
[1] +2% Damage vs foes below 50% health.
[2] +15 Precision.
[3] +3% Damage vs foes below 50% health.
[4] +35 Precision.
[5] +5% Damage vs foes below 50% health.
[6] You Cloak when you're hit below 10% health. (Cooldown: 90s)

Rune of the Krait
[1] +28 Condition Damage.
[2] +15% Bleeding duration.
[3] +55 Condition Damage.
[4] 5% Chance to cause Bleeding for 10s when hit. (Cooldown: 5s)
[5] +100 Condition Damage.
[6] +100 Power while underwater.

Rune of the Lich
[1] +25 Vitality.
[2] +4% Condition Duration.
[3] +50 Vitality.
[4] +6% Condition Duration.
[5] +90 Vitality.
[6] 5% Chance to summon a Minion on hit. (Cooldown: 60s)

Rune of Lyssa
[1] +25 Precision.
[2] +10% Condition duration.
[3] +50 Precision.
[4] When you use a healing skill you gain a random boon for 10 seconds. (Cooldown: 10s)
[5] +90 Precision.
[6] When you use an elite skill you lose all conditions and gain all buffs for 5 seconds.

Rune of Melandru
[1] +25 Toughness.
[2] -15% Duration on conditions applied to you.
[3] +50 Toughness.
[4] -33% Duration on Stuns applied to you.
[5] +90 Toughness.
[6] -30% Duration on conditions applied to you.

Rune of Mercy
[1] +25 Toughness.
[2] You take less damage while reviving allies.
[3] +50 Toughness.
[4] You revive allies with 20% more health.
[5] +90 Toughness.
[6] You revive allies twice as fast.

Rune of the Mesmer
[1] +25 Power.
[2] +15 Precision.
[3] +50 Power.
[4] +35 Precision.
[5] +90 Power.
[6] +33% Stun duration.

Rune of the Monk
[1] +25 Healing.
[2] +15% Boon Duration.
[3] +50 Healing.
[4] 5% Chance to gain health when hit. (Cooldown: 10s)
[5] +90 Healing.
[6] When you use an elite skill you and all nearby allies gain Aegis for 30 seconds.

Rune of the Necromancer
[1] +28 Condition Damage.
[2] +15 Vitality.
[3] +55 Condition Damage.
[4] +35 Vitality.
[5] +100 Condition Damage.
[6] +20% Fear duration.

Rune of the Nightmare
[1] +28 Condition Damage.
[2] +4% Condition Duration.
[3] +55 Condition Damage.
[4] +6% Condition Duration.
[5] +100 Condition Damage.
[6] 5% Chance to cause Fear for 2s when hit. (Cooldown: 90s)

Rune of the Noble
[1] +10% Magic Find.
[2] +15 Power.
[3] +15% Magic Find.
[4] +35 Power.
[5] +25% Magic Find.
[6] 5% Chance to summon a Drakehound. (Cooldown unknown)
N.B. This rune may be PvE only, as it is only available as an expensive dungeon reward.

Rune of the Ogre
[1] +25 Power.
[2] +3% Critical Damage.
[3] +50 Power.
[4] 5% Chance to summon a Rock Dog when hit. (Cooldown: 60s)
[5] +90 Power.
[6] +5% Damage while you have a companion.

Rune of Orrian N.B. Should possibly be "Orr".
[1] +28 Condition Damage.
[2] +15% Poison duration.
[3] +55 Condition Damage.
[4] 5% Chance to cause Poison for 10s when hit. (Cooldown: 10s)
[5] +100 Condition Damage.
[6] You gain Haste for 5s when you're hit below 10% health. (Cooldown: 90s)

Rune of the Pack
[1] +25 Power.
[2] 5% Chance to gain Swiftness for 30s when hit. (Cooldown: 60s)
[3] +50 Power.
[4] 5% Chance to buff nearby allies with Might, Fury and Swiftness on your next attack when hit. (Cooldown: 10s)
[5] +90 Power.
[6] +5% Chance to summon a Wolf when hit. N.B. Likely has a cooldown.

Rune of the Pirate
[1] +10% Magic Find.
[2] +20% Might duration.
[3] +15% Magic Find.
[4] 5% Chance to shout Yarr and grant Might to nearby allies when hit. (Cooldown: 10s)
[5] +20% Magic Find.
[6] 5% Chance to summon a Parrot when hit. (Cooldown: 60s)

Rune of Rage
[1] +2% Critical Damage.
[2] +20% Fury duration.
[3] +3% Critical Damage.
[4] 5% Chance to gain Fury for 30s when hit. (Cooldown: 60s)
[5] +5% Critical Damage.
[6] +5% Critical while under the effects of Fury. N.B. It doesn't specify Critical Chance or Critical Damage.

Rune of the Ranger
[1] +25 Precision.
[2] +3% Critical Damage.
[3] +50 Precision.
[4] +5% Critical Damage.
[5] +90 Precision.
[6] +5% Damage while you have a companion.

Rune of Rata Sum
[1] +25 Precision.
[2] +15% Poison duration.
[3] +50 Precision.
[4] +20% Weakness duration.
[5] +90 Precision.
[6] 5% Chance to summon a Radiation Field on hit. (Cooldown: 60s)

Rune of Sanctuary
[1] +25 Vitality.
[2] +20% Chill duration.
[3] +50 Vitality.
[4] 5% Chance to gain Retaliation for 10s when hit. (Cooldown: 10s)
[5] +90 Vitality.
[6] You gain Stability for 5s when you're hit below 20% health. (Cooldown: 90s)

Rune of the Scholar
[1] +25 Power.
[2] +3% Critical Damage.
[3] +50 Power.
[4] +5% Critical Damage.
[5] +90 Power.
[6] +10% Damage while your health is above 90%.

Rune of the Soldier
[1] +25 Vitality.
[2] +15 Toughness.
[3] +50 Vitality.
[4] +35 Toughness.
[5] +90 Vitality.
[6] Your Shouts remove conditions.

Rune of Speed
[1] +25 Vitality.
[2] +20% Swiftness Duration.
[3] +50 Vitality.
[4] 5% Chance to gain Swiftness for 30s when hit. (Cooldown: 60s)
[5] +90 Vitality.
[6] +7% Movement speed while using Swiftness.

Rune of Strength
[1] +25 Power.
[2] +20% Might duration.
[3] +50 Power.
[4] 3% Chance to gain Might for 20s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] +5% Damage while under the effects of Might.

Rune of Svanir
[1] +25 Toughness.
[2] +20% Chill duration.
[3] +50 Toughness.
[4] -50% Duration on Chills applied to you.
[5] +90 Toughness.
[6] You become a block of ice for 5s when you're hit below 20% health. (Cooldown: 90s)

Rune of the Thief
[1] +25 Precision.
[2] +17 Condition Damage.
[3] +50 Precision.
[4] +40 Condition Damage.
[5] +90 Precision.
[6] +10% Damage behind or beside your foe.

Rune of the Undead
[1] +28 Condition Damage.
[2] +200 Toughness while down.
[3] +55 Condition Damage.
[4] +10% Damage while down.
[5] +100 Condition Damage.
[6] You gain Regeneration and cause a Poison Nova when you rally.

Rune of Vampirism
[1] +25 Power.
[2] 5% Chance to cause your next attack to steal life when hit. (Cooldown: 10s)
[3] +50 Power.
[4] Your next attack after using your healing skill steals life. N.B. May have a cooldown.
[5] +90 Power.
[6] You become mist when you're hit below 10% health. (Cooldown: 60s)

Rune of the Warrior
[1] +25 Vitality.
[2] +15 Power.
[3] +50 Vitality.
[4] +35 Power.
[5] +90 Vitality.
[6] -1 Second on weapon swap cooldown.

Rune of the Water
[1] +25 Healing.
[2] +15% Boon Duration.
[3] +50 Healing.
[4] 5% Chance to remove a condition when hit. (Cooldown: 30s)
[5] +90 Healing.
[6] When you use a healing skill you and nearby allies are healed for a small amount. (Cooldown: 10s)

Rune of the Wurm
[1] +25 Vitality.
[2] +2% Critical Damage.
[3] +50 Vitality.
[4] +3% Critical Damage.
[5] +90 Vitality.
[6] +3% Damage.

Posted Image

Notes:
Sigils are weapon upgrades.
Though these sigils are all sold by the PvP merchant who sells level 80 weapons, they are not all labelled as "Superior" - we don't know if that means some are in their non-max form, some lack a Superior form, or this is purely a presentation issue... given the consistency of numbers, I am omitting such labels and assuming that the list below represents the highest state of each sigil.
I have divided sigils in lines with how they are presented in the merchant UI; they don't all have the same icon, but do all have "Double-click to apply to a weapon" - so there's no basis for believing some sigils can only be applied to particular classes of armaments.
I added "on critical hit" to Sigil of Rage, as it was the last listed in the UI and the text was not complete - no guarantee it is correct.

Unconditional increase sigils (golden sun):
Sigil of Accuracy +5% Critical Chance.
Sigil of Force +5% Damage.

"Lasts longer" sigils (golden sun):
Sigil of Agony Bleeds you apply last 10% longer.
Sigil of Chilling When you apply Chilling it lasts 10% longer.
Sigil of Debility When you apply Weakness it lasts 10% longer.
Sigil of Hobbling When you apply Cripple it lasts 10% longer.
Sigil of Paralyzation +15% Stun duration.
Sigil of Superior Peril When you apply Vulnerability it lasts 10% longer.
Sigil of Smoldering When you apply Burning it lasts 10% longer.
Sigil of Venom When you apply Poison it lasts 10% longer.

"Each time you kill a foe" sigils (blue moon):
Sigil of Accuracy You gain +10 Precision each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Bloodlust You gain +10 Power each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Corruption You gain +10 Condition Damage each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Demon Summoning Each time you kill a foe you gain a charge. At 26 charges you summon a Fleshreaver. (You lose all stacks if downed or swap weapon)
Sigil of Life You gain +10 Healing each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Restoration You are healed whenever you kill a foe.
Sigil of Sanctuary Each time you kill a foe you gain a charge. At 26 charges you are Invulnerable for 5s. (You lose all stacks if downed or swap weapon)
Sigil of Speed You gain 10s of Swiftness whenever you kill a foe.
Sigil of Stamina Your endurance is refilled each time you kill a foe.

"On critical hit" sigils (golden sun):
Sigil of Air 30% Chance to cause a Lightning Strike on critical hit. (This effect cannot trigger more than once every 5 seconds)
Sigil of Blood 30% Chance to steal life on critical hit.
Sigil of Earth 60% Chance to cause a 5s Bleed on critical hit.
Sigil of Fire 30% Chance to cause a Flame Burst on critical hit causing AoE damage. (This effect cannot trigger more than once every 5 seconds)
Sigil of Frailty 30% Chance to cause Vulnerability for 10s on critical hit.
Sigil of Ice 30% Chance to cause a 2s Chill on critical hit.
Sigil of Nullification 60% Chance to remove a boon on critical hit.
Sigil of Purity 60% Chance to remove a conditionon critical hit.
Sigil of Rage 10% Chance to apply Frenzy for 3s on critical hit. (This effect cannot trigger more than once every 10 seconds)
Sigil of Strength 30% Chance to apply Might for 10s on critical hit.
Sigil of Water 30% Chance to heal nearby allies on critical hit. (This effect cannot trigger more than once every 10 seconds)

"Swapping to this weapon while in combat" sigils (golden sun):
Sigil of Battle You gain 3 stacks of Might for 20s when you swap to this weapon while in combat.
Sigil of Doom Your next attack after swapping to this weapon while in combat deals +30% damage.
Sigil of Energy You gain 100% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9 seconds)
Sigil of Geomancy You Bleed nearby foes for 7s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9 seconds)
Sigil of Hydromancy You Chill nearby foes for 3s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9 seconds)
Sigil of Intelligence Your next attack after swapping to this weapon while in combat has 100% Critical Chance.
Sigil of Leeching Your next attack after swapping to this weapon while in combat steals life.

PvE-only runes:
Sigil of Grawl Slaying +X% Dmg vs Grawl. N.B. +3% for Minor Sigil.
Sigil of Serpent Slaying +X% Dmg vs Krait. N.B. +3% for Minor Sigil.

_____________________________________
Other gear resources:
PvP Weapons, Amulets, Rings & Earrings, and Jewels

Edited by Vorsakan, 15 May 2012 - 07:05 AM.


#5 Silver

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Posted 24 August 2010 - 10:10 AM

Thanks for this.

#6 muisje33

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Posted 24 August 2010 - 10:12 AM

ah thanks, now we need even more info :P

#7 Frizz

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Posted 24 August 2010 - 10:15 AM

Fire blast 1st scepter attack: Blast/scorch the area near you for x damage (possible setting them on fire too.

Freezing burst. Ele water. Uhm place it at unknown weapon attack. ;P It was sceptre or focus.

Burning advance, or Burning speed (I thought focus) same as burning retreat but forwards.

Plague signet does the same as in gw1 (early version) it transfers all conditions you have to target foe.

Double chop as for the second chain attack axe warrior.

Throw torch. second torch attack for ranger. Throw torch at enemy to do x damage. does burning condition.

I hope it helps.

#8 Hexicz

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Posted 24 August 2010 - 10:58 AM

This is awesome :D

I am so dam hyped!!! :D

EDIT: This is f***ing ridiculous, so many skills and all are so awesome!!!!!

Edited by Hexicz, 24 August 2010 - 11:56 AM.


#9 Versidia

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Posted 24 August 2010 - 11:27 AM

More pet skills ->

#10 Frizz

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Posted 24 August 2010 - 11:36 AM

Oh I just read your last comment. Energy Blast was a utility skill. (Amongst all the icons it is the purple explosion on the half bottom full left somewhere)

#11 Eanny

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Posted 24 August 2010 - 11:45 AM

Thank you very much for all this work Vorsakan. This is very interesting.

"Necromancers enter their Death Shroud when downed, with access to all 4 skills and retaining full mobility." ... ho my !!! The closer to death (defeated state actually), the deadlier :D. I've always thought I would play a Necro in GW2. This only confirms it.

#12 Malchior Devenholm

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Posted 24 August 2010 - 11:48 AM

Eanny said:

Thank you very much for all this work Vorsakan. This is very interesting.

"Necromancers enter their Death Shroud when downed, with access to all 4 skills and retaining full mobility." ... ho my !!! The closer to death (defeated state actually), the deadlier :D. I've always thought I would play a Necro in GW2. This only confirms it.

Depends if they have a full life force bar...Several videos I saw, the Necro had already used Life Force, so he/she only had about 5% going down. One attack and instantly defeated. :p

#13 Ferocity

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Posted 24 August 2010 - 11:51 AM

Lick Wounds.

Awesome, might be a bit OP considering your pet can rezz you <3 And not all classes have that :eek:

Ranger in GW1 was awesome. But the Ranger in GW2 is just i have wished the Ranger was for many years! The closest thing i have come to a Ranger is making one in Morrowind and Oblivion. But this is even better!

#14 Vorsakan

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Posted 24 August 2010 - 12:09 PM

Frizz: You're a font of goodies today! :cool:
Not sure anything will stop my brother playing ranger, now that he can have a LotR style flaming-torch-to-the-face throw attack.
Fire Blast sounds awesometacular to me though - no recharge PBAoE spells are pretty much universally fun, fun & more fun.

If I might continue to pester you...
* Might it have been Frozen Burst, keeping the GW1 name? Any idea if it is cold damage and/or freezing?
* Was the passive effect of Plague Signet a] decreasing condition duration b] increasing duration of conditions you inflict c] something else?

Versidia: Thanks for the link, readying the 1080p version now. :)

Ferocity: In the demo footage, pets outliving rangers was not the norm... :(
It might be great with a ranged pet though, if there are any.

~ Update

Drake translation went well, though "Elemental Shake-off" is a very tentative guess out of the possibilities presented.

Added the hinted racial skills; it really does look like many are standard profession/monster skills, but with presumably reduced power e.g. Call Upon Raven <> Hunter's Call, Arcane Blast <> Energy Blast, Grasping Routes <> oakheart commentary...
I wonder if Hounds of Balthazar is an Alpha Strike variant?

Edited by Vorsakan, 24 August 2010 - 01:00 PM.


#15 Nox

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Posted 24 August 2010 - 02:39 PM

Thanks Vorsakan :) Keep it up!

And to add to your last idea, Wolf Form <-> Tornado ?

#16 Vorsakan

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Posted 24 August 2010 - 03:03 PM

Nox said:

Thanks Vorsakan :) Keep it up!

And to add to your last idea, Wolf Form <-> Tornado ?

:D Unlikely, but I'm now picturing an amusing cartoon Tasmanian Devil form norn rampaging around.

#17 Frizz

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Posted 24 August 2010 - 03:12 PM

Vorsakan said:

If I might continue to pester you...
* Might it have been Frozen Burst, keeping the GW1 name? Any idea if it is cold damage and/or freezing?
* Was the passive effect of Plague Signet a] decreasing condition duration b] increasing duration of conditions you inflict c] something else?

I actually only noticed the active passive effect on signets when I came back here on forums. And only a bit after my friend tried out the warrior utility skills after finding out how to switch those skills. Which was after I saw the necro utility skills. I'm pretty sure there must have been one though, but I completely read past it.

Frozen burst is freezing yes. for like maybe 2-6 seconds? It felt like very little though lol. And also cold damage yea.

I'm amazed that noone else found out the other utility skills.

The other Fire one on dagger I think or maybe scepter is Flame touch, burning target foe. It also did like alot of damage.
Then I notice how there are too many weapon skills. I can't recall a lava arrows skill, to be honest but just leave it there incase someone does remember clearly.

Edited by Frizz, 24 August 2010 - 03:17 PM.


#18 Vorsakan

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Posted 24 August 2010 - 03:36 PM

Frizz said:

I actually only noticed the active passive effect on signets when I came back here on forums. And only a bit after my friend tried out the warrior utility skills after finding out how to switch those skills. Which was after I saw the necro utility skills. I'm pretty sure there must have been one though, but I completely read past it.

Frozen burst is freezing yes. for like maybe 2-6 seconds? It felt like very little though lol. And also cold damage yea.

I'm amazed that noone else found out the other utility skills.

The other Fire one on dagger I think or maybe scepter is Flame touch, burning target foe. It also did like alot of damage.
Then I notice how there are too many weapon skills. I can't recall a lava arrows skill, to be honest but just leave it there incase someone does remember clearly.

Thanks. Again. :o

I'd have been the world's nerdiest demo player; sitting with a dictaphone in a high pocket, whirling through every window & weapon... :cool:

Lava Arrows has only appeared in an interview, so it could easily have been cut or morphed into what we now know as Flame Wave - the stuff folks have seen these past 7 days takes priority.

~ ~ ~ Open Appeal ~ ~ ~

> Fire attuned main hand dagger: 3rd skill.
> Water attuned main hand dagger: 1st skill.
> Button used to summon pet: Did it have a recharge? Any insight into rules about when a pet can be summoned or unsummoned?

Edited by Vorsakan, 24 August 2010 - 03:48 PM.


#19 Giga Strike

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Posted 24 August 2010 - 03:57 PM

The Elementalist skill videos show that "static field" uses the staff.

#20 Vorsakan

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Posted 24 August 2010 - 04:02 PM

Giga Strike said:

The Elementalist skill videos show that "static field" uses the staff.

Sadly they also show Phoenix as a scepter/focus skill, so their a mite suspect as be a source - it does strike me as a staff-style skill though, but I'm leaving it open for now (even Anet may not have settled on a weapon for it yet).

#21 fundayz

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Posted 24 August 2010 - 04:39 PM

I believe that Churning Earth is acquired through an Earth Attuned Focus, although it could possibly be a Scepter too.

If you look at the elementalist skill videos you can see Churning Earth being cast by an Earth Attuned elementalist whos clearly wielding a Scepter and Focus:

Also, you can see a bright flash around the focus as the spell begins to cast

#22 Giga Strike

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Posted 24 August 2010 - 04:55 PM

fundayz said:

I believe that Churning Earth is acquired through an Earth Attuned Focus, although it could possibly be a Scepter too.

If you look at the elementalist skill videos you can see Churning Earth being cast by an Earth Attuned elementalist whos clearly wielding a Scepter and Focus:

Also, you can see a bright flash around the focus as the spell begins to cast

I literally just tried quoting the skills videos. He doesn't consider them reliable since the weapon used in the "pheonix" video is wrong.

#23 Osred

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Posted 24 August 2010 - 05:06 PM

Where did you get all these Norn and Asura skills from?

#24 Vorsakan

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Posted 24 August 2010 - 05:33 PM

Giga Strike said:

I literally just tried quoting the skills videos. He doesn't consider them reliable since the weapon used in the "pheonix" video is wrong.

I hereby promote you to Giga Strike of Great Justice. :)

Osred: The original article revealing races have unique skills revealed a few, the rest are just mentioned in passing in articles over the months since - anytime the devs mention racial skills they have to throw a few names out, and sometimes they let a new one slip.

Regarding the norn & asura ones specifically; Bear Form doesn't have a mention but does have a (presumed) screenshot, while I'd jotted down the rest myself as I read them - other than Raven Form.
The wiki has that one, so I'm just trusting they have a source that I missed.

#25 SweetZoid

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Posted 24 August 2010 - 05:40 PM

Omg 30-40 sec CD on axe off hand skills.Please change it.

#26 Effigy

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Posted 24 August 2010 - 05:51 PM

There's some pretty cool-sounding skills in there. I'd like to see more conditionals, but I'll reserve judgment for now.

One thing that did seem a little odd is that the Ele's scepter skills are close range while the dagger skills are medium range. Assuming the scepter is like a GW1 wand, I'd expect the reverse. I suppose if you can't actually do melee attacks it doesn't matter though.

#27 Shadow Ritualist

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Posted 24 August 2010 - 05:56 PM

Effigy said:

I suppose if you can't actually do melee attacks it doesn't matter though.
You cannot, so it doesn't. There's no attacks for any weapon, just skills.

And there are a few conditionals, mainly positional ones. Conditionals are sort of replaced with synergy. It doesn't buff because of something, something buffs it.

#28 Prince Rahman

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Posted 24 August 2010 - 06:01 PM

Can we sticky this??????

Edit: Never mind

But thanks dude !

Now we just need someone to go to Pax and get footage of players using these skills :d

#29 Frizz

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Posted 24 August 2010 - 06:29 PM

Ok, to refresh my memory I watched some videos of the elementalist.
This one seems pretty good, though being in German is a bit annoying.


In the 3 min you see he wields dual daggers.
So let's go from there.
The first bar you see is mostly what we already have from fire.
Flame Wave-Burning retreat- -Dragon's tooth-Flame Prison-Ether renewal-Energy shield-Glyph of elemental power-Tornado
He does some fighting and at like 5-6 minutes he holds his mouse over all the skills (yay!)
The first main hand dagger skill is "Dunstklinge" or Vaporblade which says in German: "Wirkt einer dunstklinge, die in einer linie stehende gegner trift."
Which basically means it makes a Vaporblade that hits opponents standing in the same line. It costs 12 energy. no recharge.
Then he goes back to fire.
The third skill as you can see for like one frame is Fire wall or Wall of Fire. So that one is not on the staff then I suppose.

A few from my girlfriend:
One of the warrior utility skills that was there was Bolas or something-Bolas that throws out bolas to tackle and cripple target.

some pet skills: "feral strike, think it made the enemy bleed, melandru, it also had one that knocked back or dazed I think" feral lunge might have been the one she meant lol.

Also there's an ice breath attack, geyser is Offhand she thinks

Here's another from leakerz.net:
It shows a skills called Long Distance shot. Which is the first skill for the longbow.
Also shortbow and axe but we have those already. :p
The little arrow above the utility skills and healing skills is used to change the skills, for those going to PAX and all ;)

#30 Tall

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Posted 24 August 2010 - 06:48 PM

I think some of the most exciting parts of revealing more about this game is seeing the skills. :cool:





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