Arcane Thievery

Description
For 5...29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell.

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * The Price of Steel (Silverwood)
 * Tengsao (The Amnoon Oasis)
 * Dakk (Ember Light Camp)
 * ... more to be added ...

Usage

 * The powerful part of Arcane Thievery is generally in disabling enemy skills, rather than using it yourself.
 * Be aware that the stolen spell is linked to your attribute and not the opponent's, so you probably can't effectively utilize the spell.
 * Combine with Arcane Echo or Echo to shut down multiple skills increase the chance shutting down the most important enemy spell.
 * Note that even if a spell is already shut down (by another skill, such as Signet of Humility, or by another Arcane Thievery), that skill may be chosen again. So you could potentially cast Arcane Thievery three times on the same target (by means of Echo and Arcane Echo) and still shut down only one skill.
 * Best used with other skills that disable opponent's skills, such as Signet of Humility, Power Block, and Diversion.
 * Arcane Thievery is sometimes used to disable Gale on warrior/elementalists who use the "gale lock" strategy to take down overextended foes or stop flag runners. This is effective because these "Gale Warriors" generally do not carry any other spells, and is generally useful against enemies who you suspect may be using a single important spell. Because this counter is so effective, many teams include a spellcaster with Gale, usually a mesmer/elementalist who steals a second copy from any opponent Gale Warriors.  This may be less effective since the cost of Gale has increased to 10 energy.

Related Skills

 * Echo
 * Arcane Echo
 * Arcane Mimicry
 * Inspired Enchantment
 * Inspired Hex