Reave
Administrator

Posts: 1877 Registered: 2009-03-17
Age: 20 Location: Connecticut
 | Subject: The Deep HM 2009-03-31, 2:39 pm | |
| The Deep Speed Clear  | | | | | Assassin / Mesmer | 12 Domination Magic 3 Inspiration Magic 12 Shadow Arts
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 Nightfall PvE only | Deadly Paradox- 10
 - 5
 Stance. All of your attack Skills are disabled for 10 seconds. For 5..15 seconds, your Assassin Skills activate and recharge 50% faster. (Attrib: Deadly Arts) |
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 Factions PvE only | Shadow Form Elite Enchantment Spell. For 5..20 seconds, all hostile Spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5..50 Health. (Attrib: Shadow Arts) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Prophecies PvE only | Spirit of Failure Hex Spell. For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1..3 Energy whenever that foe fails to hit in combat. (Attrib: Inspiration Magic) |
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 Core PvE only | Empathy Hex Spell. For 5..15 seconds, whenever target foe attacks, that foe takes 15..45 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Factions PvE only | Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill. |
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 Factions PvE only | Death's Charge Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65..200. (Attrib: Shadow Arts) |
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| | OwVTI4x8ZiHRnxGEGQDwmszB3BA
| | | | | Warrior / Assassin | 11 Strength 12 Tactics 6 Shadow Arts
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Core PvE only | Defensive Stance- 15
 - 5
 Stance. For 1..8 seconds, you have +24 armor and you have a 75% chance to block melee attacks and arrows. Defensive Stance ends if you use a skill. (Attrib: Tactics) |
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 Nightfall PvE only | Soldier's Defense- 10
 - 5
 Stance. For 1..8 seconds, you have a 75% chance to block attacks while under the effects of a Shout or Chant. (Attrib: Tactics) |
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 Eye of the North PvE only | "I Am Unstoppable!"- 30
 - 5
 Shout. For 12..20 seconds, you have +24 armor and cannot be knocked down or Crippled. (Attrib: Norn rank) |
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 Factions PvE only | Dark Escape- 30
 - 5
 Stance. For 5..15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. (Attrib: Shadow Arts) |
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 Nightfall PvE only | Signet of Stamina- 20
 - ¼
 Signet. You have +50..300 maximum Health. This Signet ends if you successfully hit with an attack. (Attrib: Strength) |
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 Factions PvE only | Death's Charge Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65..200. (Attrib: Shadow Arts) |
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 Nightfall PvE only | Shadow Meld Elite Enchantment Spell. Shadow Step to target other ally. When you stop maintaining this Enchantment, you return to your original location. |
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| | OQcTE3K/NymMrYUjmsBawC3xODA
| | | | | Warrior / Assassin | 11 Strength 12 Tactics 6 Shadow Arts
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Core PvE only | Defensive Stance- 15
 - 5
 Stance. For 1..8 seconds, you have +24 armor and you have a 75% chance to block melee attacks and arrows. Defensive Stance ends if you use a skill. (Attrib: Tactics) |
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 Nightfall PvE only | Soldier's Defense- 10
 - 5
 Stance. For 1..8 seconds, you have a 75% chance to block attacks while under the effects of a Shout or Chant. (Attrib: Tactics) |
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 Eye of the North PvE only | "I Am Unstoppable!"- 30
 - 5
 Shout. For 12..20 seconds, you have +24 armor and cannot be knocked down or Crippled. (Attrib: Norn rank) |
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 Factions PvE only | Dark Escape- 30
 - 5
 Stance. For 5..15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. (Attrib: Shadow Arts) |
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 Nightfall PvE only | Signet of Stamina- 20
 - ¼
 Signet. You have +50..300 maximum Health. This Signet ends if you successfully hit with an attack. (Attrib: Strength) |
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 Factions PvE only | Death's Charge Spell. Shadow Step to target foe. If that foe has more Health than you, you are healed for 65..200. (Attrib: Shadow Arts) |
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 Nightfall PvE only | Shadow Meld Elite Enchantment Spell. Shadow Step to target other ally. When you stop maintaining this Enchantment, you return to your original location. |
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| | OQcTE3K/NymMrYUjmsBawC3xODA
| | | | | Paragon / Ritualist | 6 Restoration Magic 12 Command 11 Leadership
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 Nightfall PvE only | "Incoming!"- 20
 - 10
 Elite Shout. For 1..3 seconds, all party members within earshot take 50% less damage. (Attrib: Command) |
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 Nightfall PvE only | "Fall Back!"- 25
 - 15
 Shout. For 4..10 seconds, all allies within earshot gain 5..15 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack. (Attrib: Command) |
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 Nightfall PvE only | "There's Nothing to Fear!"- 20
 - 15
 Shout. For 4 seconds and 1 second for every 2 ranks in Leadership, all party members within earshot take 15..35% less damage. Affected party members are healed for 20..60 Health when this Shout ends. (Attrib: Sunspear rank) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Nightfall PvE only | Enduring Harmony Echo. For 10..35 seconds, Chants and Shouts last 50% longer on target non-Spirit ally. (Attrib: Leadership) |
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 Nightfall PvE only | "Make Haste!"- 10
 - 5
 Shout. For 5..20 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. (Attrib: Command) |
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 Nightfall PvE only | Vocal was Sogolon Item Spell. For 60 seconds, all Shouts and Chants you use last 20..50% longer. (Attrib: Restoration Magic) |
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 Nightfall PvE only | Death Pact Signet- 8
 - 2
 Signet. Resurrect target party member with your current Health and Energy. The next time that ally dies within 120 seconds, so do you. |
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| | OQijEamM6S8Y7YAh2kmY3YDbJXA
| | | | | Mesmer / Necromancer | 12 Fast Casting 12 Illusion Magic
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 Nightfall PvE only | Signet of Illusions- 5
 - 2(1.28)
 Elite Signet. Your next 1..3 Spell uses your Illusion attribute instead of its normal attribute. (Attrib: Illusion Magic) |
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 Factions PvE only | Ether Nightmare (Luxon) Hex Spell. Target foe loses 4..8 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds. (Attrib: Luxon rank) |
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 Eye of the North PvE only | Wandering Eye Hex Spell. For 4..10 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 10..55 damage. (Attrib: Illusion Magic) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Prophecies PvE only | Insidious Parasite Hex Spell. For 5..15 seconds, whenever target foe hits with an attack, you steal up to 15..45 Health from that foe. (Attrib: Curses) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Factions PvE only | Auspicious Incantation Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10..5 seconds, and you gain 110..200% of that spell's Energy cost. (Attrib: Inspiration Magic) |
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 Core PvE only | Arcane Mimicry Spell. For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. |
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| | OQRCAcwkQVnHCoN4egNpoTQA
| | | | | Mesmer / Elementalist | 12 Fast Casting 12 Illusion Magic
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 Nightfall PvE only | Signet of Illusions- 5
 - 2(1.28)
 Elite Signet. Your next 1..3 Spell uses your Illusion attribute instead of its normal attribute. (Attrib: Illusion Magic) |
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 Eye of the North PvE only | Wandering Eye Hex Spell. For 4..10 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 10..55 damage. (Attrib: Illusion Magic) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Core PvE only | Deep Freeze Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10..85 cold damage, and for 10 seconds, they move 66% slower. (Attrib: Water Magic) |
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 Core PvE only | Empathy Hex Spell. For 5..15 seconds, whenever target foe attacks, that foe takes 15..45 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Factions PvE only | Auspicious Incantation Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10..5 seconds, and you gain 110..200% of that spell's Energy cost. (Attrib: Inspiration Magic) |
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 Core PvE only | Arcane Mimicry Spell. For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. |
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| | OQZCAcwkQFCoNo6gGgNpoTQA
| | | | | Monk / Mesmer | 12 Domination Magic 12 Smiting Prayers 3 Protection Prayers
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 Core PvE only | Arcane Echo Enchantment Spell. If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. |
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 Factions PvE only | Ray of Judgment Elite Spell. All your skills except Smiting Prayers are disabled for 10 seconds. Target foe and adjacent foes take 30..105 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3..9 seconds. (Attrib: Smiting Prayers) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Eye of the North PvE only | Smite Condition Spell. Remove one Condition from target ally. If a Condition was removed, nearby foes take 10..60 damage. (Attrib: Smiting Prayers) |
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 Core PvE only | Smite Hex Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10..85 damage. (Attrib: Smiting Prayers) |
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 Core PvE only | Mind Wrack Hex Spell. For 20 seconds, the next time target foe's Energy drops to 0, that foe takes 15..90 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Core PvE only | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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| | OwUDIsz/QLB+M2gUfuExA2kyEA
| | | | | Monk / Mesmer | 12 Domination Magic 12 Smiting Prayers 3 Protection Prayers
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 Core PvE only | Arcane Echo Enchantment Spell. If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. |
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 Factions PvE only | Ray of Judgment Elite Spell. All your skills except Smiting Prayers are disabled for 10 seconds. Target foe and adjacent foes take 30..105 holy damage. Animated undead struck by Ray of Judgment are set on fire for 3..9 seconds. (Attrib: Smiting Prayers) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Eye of the North PvE only | Smite Condition Spell. Remove one Condition from target ally. If a Condition was removed, nearby foes take 10..60 damage. (Attrib: Smiting Prayers) |
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 Core PvE only | Smite Hex Spell. Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10..85 damage. (Attrib: Smiting Prayers) |
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 Core PvE only | Mind Wrack Hex Spell. For 20 seconds, the next time target foe's Energy drops to 0, that foe takes 15..90 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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 Core PvE only | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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| | OwUDIsz/QLB+M2gUfuExA2kyEA
| | | | | Necromancer / Mesmer | 12 Soul Reaping 12 Curses .
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 Core PvE only | Arcane Echo Enchantment Spell. If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. |
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 Prophecies PvE only | Spiteful Spirit Elite Hex Spell. For 8..20 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5..35 shadow damage to that foe and all adjacent allies of that foe. (Attrib: Curses) |
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 Nightfall PvE only | Web of Disruption Hex Spell. Interrupt target foe. For 10 seconds, target foe is Hexed with Web of Disruption. When this Hex ends, that foe is interrupted again. |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Factions PvE only | Revealed Enchantment- 1
 - 10
 Spell. Remove an Enchantment from target foe and gain 3..15 Energy. For 20 seconds, Revealed Enchantment is replaced with the Enchantment removed from target foe. (Attrib: Inspiration Magic) |
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 Prophecies PvE only | Spinal Shivers Hex Spell. For 10..40 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 10..5 Energy or Spinal Shivers ends. (Attrib: Curses) |
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 Eye of the North PvE only | "You Move Like a Dwarf!"- 10
 - 10
 Shout. Target foe is knocked down and takes 30..80 damage. When that foe gets up, it is Crippled for 5..15 seconds. (Attrib: Norn rank) |
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| | OAVCY8x0SQeAQlNYqIGEfgNJ
| | | | | Necromancer / Dervish | 8 Blood Magic 4 Death Magic 12 Soul Reaping 9 Earth Prayers .
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 Core PvE only | Blood is Power- ¼
 - 5
 Elite Enchantment Spell. Sacrifice 33% maximum Health. For 10 seconds, target other ally gains +3..6 Energy regeneration. (Attrib: Blood Magic) |
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 Nightfall PvE only | Mystic Regeneration Enchantment Spell. For 20 seconds, you have +1..4 Health regeneration for each Enchantment on you. (Attrib: Earth Prayers) |
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 Prophecies PvE only | Blood Renewal Enchantment Spell. Sacrifice 25% maximum Health. For 10 seconds, you gain +3..6 Health regeneration. When Blood Renewal ends, you gain 40..190 Health. (Attrib: Blood Magic) |
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 Core PvE only | Well of Blood Well Spell. Exploit nearest corpse to create a Well of Blood at its location. For 8..20 seconds, allies in that area receive +1..6 Health regeneration. (Attrib: Blood Magic) |
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 Prophecies PvE only | Verata's Gaze Spell. If target hostile animated undead has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.) (Attrib: Death Magic) |
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 Nightfall PvE only | Faithful Intervention Enchantment Spell. If damage drops your Health below 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 30..150 Health. (Attrib: Mysticism) |
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 Eye of the North PvE only | Masochism Enchantment Spell. For 30 seconds, you gain 1..4 Energy whenever you sacrifice Health. (Attrib: Soul Reaping) |
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 Eye of the North PvE only | Ebon Escape Spell. Shadow Step to target other ally. You and that other ally are healed for 40..90 health. (Attrib: Ebon Vanguard rank) |
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| | OApkQgFkBvm0dA71cAXwVQ51WIdJ
| | | | | Monk / Mesmer | 12 Healing Prayers 12 Divine Favor
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 Core PvE only | Orison of Healing Spell. Heal target ally for 20..70 (+38) Health. (Attrib: Healing Prayers) |
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 Core PvE only | Heal Party Spell. Heal entire party for 16..80 Health. (Attrib: Healing Prayers) You get healed for 38 Health. |
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 Nightfall PvE only | Seed of Life Enchantment Spell. For 1..5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. (Attrib: Sunspear rank) You get healed for 38 Health. |
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 Core PvE only | Healing Seed Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3..30 Health. (Attrib: Healing Prayers) Target ally gets healed for 38 Health. |
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 Prophecies PvE only | Dwayna's Kiss Spell. Heal target other ally for 15..60 (+38) Health and an additional 10..35 Health for each Enchantment or Hex on that ally. (Attrib: Healing Prayers) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Core PvE only | Arcane Mimicry Spell. For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. |
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 Nightfall PvE only | Healer's Boon Elite Enchantment Spell. While you maintain this Enchantment, your next 10..30 Healing Prayers Spells cast 50% faster and heal for 50% more Health. (Attrib: Divine Favor) You get healed for 38 Health. |
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| | OwUS0YITZEfE5gSEbE2gBBxV
| | | | | Monk / Mesmer | 12 Healing Prayers 1 Smiting Prayers 8 Protection Prayers 10 Divine Favor
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 Core PvE only | Orison of Healing Spell. Heal target ally for 20..70 (+32) Health. (Attrib: Healing Prayers) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Core PvE only | Heal Party Spell. Heal entire party for 16..80 Health. (Attrib: Healing Prayers) You get healed for 32 Health. |
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 Core PvE only | Protective Spirit Enchantment Spell. For 5..23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: Protection Prayers) Target ally gets healed for 32 Health. |
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 Nightfall PvE only | Seed of Life Enchantment Spell. For 1..5 seconds, whenever target other ally takes damage, all party members are healed for 2 Health for each rank in Divine Favor. (Attrib: Sunspear rank) You get healed for 32 Health. |
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 Core PvE only | Healing Seed Enchantment Spell. For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3..30 Health. (Attrib: Healing Prayers) Target ally gets healed for 32 Health. |
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 Core PvE only | Arcane Mimicry Spell. For 20 seconds, Arcane Mimicry becomes the non-Form Elite skill from target other ally. |
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 Prophecies PvE only | Unyielding Aura Elite Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura does not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) (Attrib: Divine Favor) |
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| | OwUU0YX8QoSZE2gfE1D5gSEBBMEA |   | Division of labor, the first 5 rooms General AdviceThe Darkened Irukandji and the Spirit of Restoration they bind are particularly troublesome in these rooms. Interrupt Restoration with "You Move like a Dwarf!" '''All Aspects need a knockdown at 75%, 50% and 25% health. This is the method for killing all Aspects.''' Room 1, Aspect of SoothingWarrior Death's Charge towards the Darkened Irukandji, making sure everything (including Kanaxai's Aspect) is aggroed. The FoC Mesmer should mimicry SS before running into the portal and use it on the aspect. Room 2, Aspect of DeathSame as room 1 except with an SS necromancer instead. Room 3, Aspect of SurrenderThe Perma Assassin should use SF before entering the room. Pull the aspect and the carps next to the manta and tell the mesmers when they can enter. Don't hex anything but the aspect or the manta will remove all hexes. Room 4, Aspect of ExposureThe BiP should drop their health to 55, then the UA monk must maintain PS on them, along with a seed whenever possible. The BiP should pull the 4 carps (avoiding the aspect, pull with a bow of necessary) up the slope a bit towards the wall. The RoJ mesmer should use Mind Wrack -> Cry of Pain -> Auspicious Incantation -> Arcane Echo -> Ray of Judgment -> "By Ural's Hammer!" -> Ray of Judgment. Use Smite Condition on the BiP if anything survives. Room 5, Aspect of PainOnce clear, one group should pull all out this room and into the recently cleared room - teammates from other rooms can run into the room they have been pulled into. To kill Kanaxai Aspect of Pain, SS necromancers should cast SS and a CoP Spiker cast Empathy. For this Aspect in particular, pull him towards a Blessed Manta, so SS kills the manta also. SS necromancers should also use Spinal Shivers on the Blessed Mantas. Once the larger center room is cleared, the gates into the prior room will open (helpful if one team dies). Room 6, Aspect of LethargyOne warrior should line up at the gate to the next room, and block the entrance. Casters should stand to the left, clear of the warrior wall. One warrior should cast Shadow Meld on a nearby Ally, and proceed into the room and disable the fire flower. Once the flower has been disabled, the warrior should aggro as much of the room as possible, and run back through the wall to the casters, pulling all the Leviathan Minds to the wall. Release Shadow Meld if your health drops below 25%, or the room is aggro'd early. Monks should cast heal party as much as possible to heal the warrior while he is gathering aggro. The BiP Necromancer should constantly cast Blood is Power on all monks in turn to counter the cost of heal party. Once the Leviathans are assembled, warriors should body block, using whatever defensive skills they can, as all casters cast their damage spells. Once the assembled leviathans are defeated, proceed into the room and clear the Leviathan Heads to the left, then use the same tactic from above to eliminate the Aspect. All Shadow Meld warriors should cast Shadow Meld while standing near the gate, the FoC and DF mesmers should cast Mimicry on the warriors and then cast Shadow Meld as the warriors did and the Perma maintains Recall on any character that isn't on a pad - these 5 players should stand on the gate pads. The remaining party should proceed through the now open gate. One player inside the gate should countdown and the 5 players outside the gate all release Shadow Meld/Recall at once and run through the gate before it closes. Room 7, Aspect of DepletionEveryone who hasn't used Shadow meld should start killing the closest group of Outcast (they can be reached through the gate) while the melders get in place. Once everyone is in the room, one warrior should Death's Charge to the next group of outcast. The paragon should cast enduring on the other warrior to make IAU last longer. That warrior should then aggro the Aspect and all outcasts and pull them along the left wall. The second tank should position itself at the end of the wall to bodyblock while the aggroing tank pulls through. This should cause the outcasts and the aspect to ball... Now nuke! Room 8, Aspect of FailureThe paragon should use Enduring and Make Haste on the one warrior. That warrior should then run to the other side of the Aspect of Failure (near the stairs) while aggroing all outcasts. DC up to one of the ranger and run into the corner behind the Kanaxai aspect. The rest of the team can run through and stand in the corner between the two aspects. The one tanking the outcasts should now die and get ressed by UA. Room 9, Aspect of ShadowsOne tank runs to the left, popping all onis and tanking them in a corner, while the Perma casts Recall on the other tank and waits. That tank should proceed to the Scorpion Aspect. The perma should cast SF and cancel Recall when the tank almost is out of range and then continue with the tank. Meanwhile, the other tank and the rest of the team kills all onis and the Aspect of Shadows. Room 10, Scorpion AspectWhen the tank and the perma arrives at the aspect of scorpions, they should both go around the huge Jadeite block to the right without aggroing any outcast. The tank should wait near that block - the oni will eventually come to him. The perma should run along the right side without aggroing any oni. Kill the Aspect with Empathy. One of the tanks will have to give the final deathblow with YMLAD since the aspects can't be soloed. The rest of the team should kill the onis and the first outcast group. They can then run through without having to worry about teleports that the aspect causes. The paragon should try to maintain speed boosts and armor reduction on all party members. Room 11, Aspect of FearThe paragon should use Enduring and Make Haste on the tank in front. That tank should run across the first bridge and ignore the onis while the other one tanks them near the bridge. When this group is dead, the perma should use recall on the tank. Meanwhile, the first tank crosses the second bridge and tanks the onis that pop there. The second tank ignores the onis, continues down the stairs and towards the Kanaxai Aspect of Fear. When the tank is past the bridge, the perma should cast SF and cancel recall and then run into the next room. The casters should kill the aspect and the group of onis. Room 12, Aspect of DepletionThe perma Assassin should pull all Sapping Nightmares and pull them towards the Kanaxai Aspect of Depletion. When all sappings are pulled, the casters can kill them and continue into the next room. Room 13, Aspect of DecayHere, one warrior should cast Shadow Meld, run in range of Kanaxai's Aspect and use Death's Charge which will transport the warrior towards the Aspect. The warrior should then proceed to pull the Aspect towards the rear wall of the room and then release Shadow Meld. This will spawn the three Oni groups and causes them to run to the rear of the room. Meanwhile, the other warrior should group the 6 closest Oni. Once aggro has settled on this warrior, use Deep Freeze again to prevent the group from splitting. Continue to the left. Room 14, Aspect of TormentIn this room, Sapping and Freezing Nightmares will pop in 4 groups of 3. The tanks should pull 2 groups at a time. At the end of the room, one tank should pull the Aspect to the group of Outcast while the casters kill them. One tank and the perma assassin should continue into the next room. Kanaxai's ChamberEveryone but the perma and one tank should stay at the entrance of the room The perma maintains Recall on the tank and the tank uses Shadow Meld on the perma. They should then both run along the left wall. The tank should use YMLAD on Kanaxai and cancel Shadow Meld. When Kanaxai is up again, the perma should use YMLAD and cancel Recall. The rest of the team should now run along the right wall and stop near the slope where the tanks should start attacking Kanaxai with icy weapons. The FoC mesmer maintains Spinal Shivers and Insidious Parasite while the SS Necro maintains SS and keeps removing his Nightmare Refuge. Monks should spam Heal Party. Just keep damaging him and KD him at the breakpoints and he will die. When he's at about 50% health, the perma should pull the sappings towards the middle of the room and tank them at the chest when it spawns. After that, you just have to kill them and collect your drops. Many of the warrior pulls mentioned can be found in this video
Last edited by Reave on 2009-06-06, 7:40 pm; edited 12 times in total |
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