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==Related articles==
 
==Related articles==
*[[Fail skills quick reference]]
+
*[[Action prevention skills quick reference]]
 
*[[Gain/Lose energy skills quick reference]]
 
*[[Gain/Lose energy skills quick reference]]

Revision as of 16:16, 21 July 2007

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...14 Energy from that foe.

Concise: (6 seconds.) Target foe's next spell fails and you steal 5...12...14 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 steal 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 (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 causes a spell to fail rather than interrupting it, so skills like Mantra of Resolve and Glyph of Concentration do not protect against it. That also means that since the spell has not been cast, it is still charged, ready to be recast right away.
  • 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.

Related skills

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