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Mesmer Elite Skills - Prophecies |
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All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute.
It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.
 - Adrenaline  - Casting Time  - Energy  - Energy Upkeep  - Recharge Time
Domination Magic Points in this attribute increase the duration and effectiveness of skills using Domination Magic (i.e., skills that manipulate target’s energy and/or skill use). 
| Panic (Elite) - 25 1 10 Elite Hex Spell. For (Min: 10 - Max: 22) seconds, target foe and all nearby foes suffer Energy degeneration of 2 and take (Min: 10 - Max: 68) damage whenever they use a Signet.
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| Power Block (Elite) - 15 ¼ 20 Elite Spell. If target foe is casting a Spell, that Spell is interrupted. The interrupted Spell and all Spells of the same attribute are disabled for (Min: 3 - Max: 13) seconds for that foe.
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Fast Casting Primary Attribute (available to Primary Memsers only). Points in this attribute increase skill casting speed.
Illusion Magic Points in this attribute increase the damage and/or duration of skills linked to Illusion Magic (i.e., skills that create an illusion which affects the target’s abilities. 
| Fevered Dreams (Elite) - 10 2 10 Elite Hex. For (Min: 10 - Max: 22) seconds, whenever target foe suffers from a new Condition, all nearby foes suffer from that Condition as well.
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| Illusionary Weaponry (Elite) - 15 1 35 Elite Enchantment. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, but whenever you attack in melee, target foe takes (Min: 8 - Max: 34) damage.
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| Ineptitude (Elite) - 10 1 20 Elite Hex Spell. For (Min: 4 - Max: 9) seconds, if target foe attacks, that foe takes (Min: 30 - Max: 114) damage and becomes Blinded for 10 seconds.
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| Migraine (Elite) - 10 2 15 Elite Hex Spell. For (Min: 5 - Max: 17) seconds, target foe suffers Health degeneration of (Min: 1 - Max: 3) and takes 100% longer to cast Spells.
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Inspiration Magic Points in this attribute increase the duration and effectiveness of skills linked to Inspiration Magic (i.e., skills that increase energy or otherwise aid the caster in battle. 
| Keystone Signet (Elite) - 1 20 Elite Signet. All of your Signets except Keystone Signet are recharged. All of your non-Signet skills are disabled for (Min: 17 - Max: 7) seconds.
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| Mantra of Recall (Elite) - 10 1 20 Elite Enchantment. For 20 seconds, you gain no benefit from it. You gain (Min: 10 - Max: 22) Energy when Mantra of Recall ends.
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No Attribute Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties. 
| Signet of Midnight (Elite) - ¾ 15 Elite Signet. You and target touched foe become Blinded for 15 seconds.
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