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{{Guilt}}
<noinclude> [[Category:Domination Magic skills]] [[Category:Hex spells]]
 
   
 
== Acquisition ==
[[Category:Mesmer skills (Prophecies)]]
 
{{Skill_begin | color = lightgreen | name = Guilt}}
 
{{Skill_image | image = [[image:Guilt.jpg|100%|Guilt]] | caption =}}
 
{{Skill_begin_info | color = lightgreen}}
 
|- valign=middle
 
| [[Image:Mesmer-icon.png]] ||'''Profession:'''|| [[Mesmer]]
 
{{Skill_attribute_entry | value = [[Domination Magic (Attribute)|Domination Magic]]}}
 
{{Skill_type_entry | value = [[Hex Spell]]}}
 
{{Skill_energy_entry | value = 5}}
 
{{Skill_activation_entry | value = 2}}
 
{{Skill_recharge_entry | value = 30}}
 
{{Skill_end_info}}
 
{{Skill_end}}
 
 
==Description==
 
For '''4...9''' seconds, if target foe casts a [[Spell]] that targets a [[foe]], the Spell fails, you steal '''5...12''' [[Energy]] from that foe, and Guilt ends.
 
 
==Progression==
 
 
{{Progression2|attrib=[[Domination Magic (Attribute)|Domination Magic]]|effect1=Duration|effect2=Energy
 
|4|4|5|5|6|6|6|7|7|8|8|8|9|9|10|10|10|?|N/A|N/A
 
|5|6|6|7|7|8|9|9|10|10|11|12|12|13|13|14|15|?|N/A|N/A}}
 
 
==Notes==
 
Unlike "conventional" interrupt skills like [[Power Drain]], Guilt preemptively prevents a spell from being cast. In this case, Guilt prevents players from casting spells that would hurt or hinder you or your allies. This can be very useful for when an enemy player is casting spells too quickly to interrupt (many Monk and Mesmer spells cast very quickly), or when it is absolutely necessary to stop a player's next spell without risking a missed interrupt. Guilt can severely punish a player for attempting to damage or hex you without requiring you to time a split-second [[Power Leak]] (or similar spell).
 
 
It should be noted that Guilt doesn't interrupt, so skills like [[Mantra of Resolve]] and [[Glyph of Concentration]] do not protect against it
 
 
Note that Guilt also steals energy from the target, but only if the player actually casts an offensive spell. Often, Guilt will entirely discourage your target from casting spells at all for its duration. Other times, a player will be forced to cast a spell and have to choose a cheap spell to waste. In any scenario, Guilt ends in your favor. Keep in mind that Guilt will not prevent players from using Signets or attacking you, or healing allies. Also, this skill works great with [[Wastrel's Worry]].
 
 
If you need to stop a healing spell, try [[Shame]].
 
 
==Acquisition==
 
 
'''[[Skill Quests]]''':
 
'''[[Skill Quests]]''':
 
*[[The Misplaced Sword]] ([[Heroes' Audience]])
 
*[[The Misplaced Sword]] ([[Heroes' Audience]])
Line 40: Line 8:
 
*[[Dakk]] ([[Ember Light Camp]])
 
*[[Dakk]] ([[Ember Light Camp]])
 
'''[[Signet of Capture]]''':
 
'''[[Signet of Capture]]''':
*[[Nyle the Compassionate]] ([[Bloodstone Fen (Mission)]])
+
*[[Nyle the Compassionate]] ([[Bloodstone Fen (mission)]])
*[[Lars the Obeisant]] ([[Aurora Glade (Mission)]])
+
*[[Lars the Obeisant]] ([[Aurora Glade (mission)]])
*[[Bairn the Sinless]] ([[Riverside Province (Mission)]])
+
*[[Bairn the Sinless]] ([[Riverside Province (mission)]])
 
*[[Edred the Bruiser]] ([[Twin Serpent Lakes]])
 
*[[Edred the Bruiser]] ([[Twin Serpent Lakes]])
  +
*[[Irwyn the Severe]] ([[Sanctum Cay (mission)]])
* ... more to be added ...
 
   
==Related Skills==
+
== Notes ==
 
*Unlike "conventional" interrupt skills like [[Power Drain]], Guilt preemptively prevents a spell from being cast. In this case, Guilt prevents players from casting spells that would hurt or hinder you or your allies. This can be very useful for when an enemy player is casting spells too quickly to interrupt, or when it is absolutely necessary to stop a player's next spell without risking a missed interrupt. Guilt can punish a player for attempting to damage or hex you without requiring you to time a split-second interrupt.
*[[Shame]]
 
  +
*This skill combines well with [[Wastrel's Worry]].
   
  +
== Related skills ==
</noinclude><includeonly>{{skill row| [[Guilt]]
 
  +
* {{skill icon|Shame}}
|Hex Spell. For 4...9 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and you steal 5...12 Energy from that foe.
 
  +
* {{skill icon|Mistrust}}
|<br>
 
  +
|5[[Image:Energy.png]]
 
  +
==Related articles==
|2[[Image:Activation.png]]
 
  +
*[[Action prevention skills quick reference]]
|30[[Image:Recharge.png]]
 
  +
*[[Gain/Lose energy skills quick reference]]
}}</includeonly>
 
  +
*[[Hex spell skills quick reference]]
  +
[[Category:Hex Spells]]
 
[[Category:Domination Magic skills]]
 
[[Category:Mesmer skills (Prophecies)]]

Latest revision as of 16:15, 5 May 2011

Skill details
Guilt
Guilt
Campaign: Prophecies Mesmer
Profession: Mesmer
Attribute: Domination Magic
Type: Hex Spell
    5 Energy 2 Activation 25 Recharge

Full: For 6 seconds, the next time target foe casts a spell that targets a foe, the spell fails and you steal up to 5...12 Energy from that foe.

Concise: (6 seconds.) Target foe's next spell fails and you steal 5...12 Energy. No effect unless this foe's spell targets one of your allies.

Domination Magic 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Energy 5 6 6 7 7 8 9 9 10 10 11 12 12 13 13 14 15 15 16 16 17 18


Acquisition

Skill Quests:

Skill Trainers:

Signet of Capture:

Notes

  • Unlike "conventional" interrupt skills like Power Drain, Guilt preemptively prevents a spell from being cast. In this case, Guilt prevents players from casting spells that would hurt or hinder you or your allies. This can be very useful for when an enemy player is casting spells too quickly to interrupt, or when it is absolutely necessary to stop a player's next spell without risking a missed interrupt. Guilt can punish a player for attempting to damage or hex you without requiring you to time a split-second interrupt.
  • This skill combines well with Wastrel's Worry.

Related skills

Related articles