warriors: Dwarven Battle Stance Elite Stance. For 5...10 seconds, you attack 33% faster, and if your hammer attacks hit, your target is interrupted. Dwarven Battle Stance ends if you use a skill. "For Great Justice!" Shout. For 20 seconds, whenever you gain adrenaline, you gain 100% more. Frenzied Defense Stance. For 8 seconds, you have a 75% chance to block incoming attacks, but take double damage. |
ranger:
Concussion Shot Bow Attack. If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is Dazed for 5...17 seconds. This attack deals only 1...13 damage. Distracting Shot Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Natural Stride Stance. For 1...7 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. Magebane Shot Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for additional 10 seconds. This attack cannot be blocked. Expertise "For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills, and Rangers skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise." |
monk:
Deny Hexes Spell. Remove one Hex from target ally for each recharging Divine Favor skill you have. Spotless Mind Enchantment Spell. For 1...12 seconds, target other ally loses a Hex every 5 seconds. Spotless Soul Enchantment Spell. For 1...12 seconds, target other ally loses a Condition every 3 seconds. Vigorous Spirit Enchantment Spell. For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 5...17 Health. |
vigorous spirit is ok, why it have 1/4 cast time?
deny hex can remove 2 or 3 hexes in most siturations, consider expel hex is a elite skill, deny hex is overpower
Necromancer:
Spoil Victor Elite Hex Spell. For 5...17 seconds, whenever target foe attacks or casts a Spell on a creature with less Health, that foe loses 25...85 Health. |
Mesmer:
Enchanter's Conundrum Elite Hex Spell. For 10 seconds, target foe casts Enchantments 100% slower. When this Hex ends, that foe takes 30...102 damage if not under the effects of an Enchantment Spell. Shatter Delusions Spell. Remove one Mesmer Hex from target foe. If a Hex was removed, that foe takes 15...63 damage. Power Leak Spell. If target foe is casting a Spell or a Chant, that Skill is interrupted and target foe loses 5...17 Energy. |
and power leak burn too much energy....
Elementalist:
Mind Blast Elite Spell. Target foe is struck for 15...51 fire damage. If you have more Energy than target foe, you gain 1...7 Energy. |
Assassin:
Blades of Steel Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +5...14 damage (maximum bonus 60) for each recharging dagger attack. Siphon Speed Hex Spell. For 5...17 seconds, target foe moves 33% slower and you move 33% faster. This spell has half the normal range. |
Ritualist:
Warmonger's Weapon Weapon Spell. For 5...13 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. |
Paragon:
Spear Swipe Spear Attack. If this attack hits, you deal +5...17 damage and target foe is Dazed for 4...9 seconds. This attack has melee range. |
Dervish:
Chilling Victory Scythe Attack. If it hits, this attack strikes for +5...17 damage. Whenever it hits a foe who has less Health than you, target foe and all adjacent foes are struck for 15...51 cold damage. |