I was thinking more about things like:
Mesmer:
Shared Frustration
E:15 C:2 R:20
Hex Spell. For 20 seconds, the next time a foe uses skill, that skill is disabled and takes 20 additional seconds to recharge for that foe and all nearby foes who have the same skill.
Assassin.
E:15 C:2 R:45
Blossoming Daggers/Way of the Blossom
Stance/Enchantment Spell
For 60 seconds, if your Health is over 75%, every time you deal a critical hit, all adjacent enemies under 90% Health take 50% of the damage delivered by that critical hit.
Dervish
Mystic Sacrifice
E:5 C:1/4 R:special
Enchantment spell. Lose all enchantments. For each enchantment lost, all adjacent allies receive 4 Health for each rank of Mysticism and 2 Energy for every 3 ranks of Mysticism. All your enchantments are disabled during 5 seconds for each enchantment lost in this way.
Ranger
Salvage Traps
E:10 C:Instant R:15
Skill. All traps within earshot are disabled. For each trap disabled, one of your deactivated trap skills is recharged.
Common:
Signet of Analysis
E:No energy. C:2 R:2 (special)
Signet. You get information about target creature.
* The information will appear in a panel similar to the Signet of Capture panel.
* The skill recharges 2 seconds after the panel is closed.
* A panel would appear, showing:
- Health bar.
- Energy bar
- Skill bar.
- Effects
- Mantained enchantments
- Armor, resistances and weaknesses.
- Type of attack (weapon) and type of damage dealt with melee attacks.
|