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Guilt
Guilt
Skill details
Mesmer-icon Profession: Mesmer
Attribute: Domination Magic
Type: Hex Spell
Energy Energy Cost: 5
Activation Activation Time: 2
Recharge Recharge Time: 30

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

Domination Magic 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Duration 4 4 5 5 6 6 6 7 7 8 8 8 9 9 10 10 10 ? N/A N/A ?
Energy 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 Trainers:

Signet of Capture:

Related Skills


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