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Full: For 6 seconds, the next time target foe casts a spell that targets an ally, 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 targeted one of its allies.
Unlike "conventional" interrupt skills like Power Drain, Shame preemptively prevents a spell from being cast. In this case, Shame prevents players from healing, protecting, or enchanting 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 you want to control two targets at once (by Shaming one, then using a regular interrupt on the other, knowing Shame will do its job unaided).