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[[Category:Hex Spells]]
 
[[Category:Hex Spells]]
 
[[Category:Domination Magic skills]]
 
[[Category:Domination Magic skills]]
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[[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

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