Power — increases attack Precision — increases critical hit chance Toughness — increases armor Vitality — increases maximum health
Offense
Prowess — Improves the damage multiplier on critical strikes. Malice — Improves the damage done by conditions like burning, poison, confusion, and bleeding. Expertise — Improves the duration of all conditions inflicted by the character.
Support
Concentration — Improves the duration of all boons applied by the character. Compassion — Improves all outgoing heals that your character does, including self heals.
Profession Specific Attributes
Willpower — Decreases the recharge on all virtues. Brawn — Improves the damage of warrior burst skills. Ingenuity — Reduces the recharge on all tool-belt skills. Empathy — Improves pet attributes. Cunning — Decreases the recharge of the Steal ability. Intelligence — Reduces the recharge of the four elemental attunements. Guile — Reduces the recharge on all Shatter skills. Hunger — Increases the size of the necromancer’s life-force pool.
Boons
Aegis - a boon which blocks the next attack. Fury - a boon that increases your chance to score a critical hit by 20%. Might - a boon (stacks in intensity) which increases damage. Protection - a boon which reduces damage taken by 33%. Regeneration - a boon which heals for a small amount of health over a certain length of time. When it stacks, the duration of the healing is increased, but not the intensity. Retaliation - a boon which does X damage to an opponent each time they hit you. Swiftness - a boon that increases movement speed by 33%. Vigor - a boon that increases endurance regeneration by 100%. Endurance is used for active dodging.
Conditions
Bleeding - a stackable condition that deals damage over time. Bleeding can stack up to 25 times and it stacks in intensity. Blind - a non-stacking condition that causes the target's next attack to miss. Burning - a condition that deals damage over time. Stacks in duration. Confusion - a condition which deals damage each time a foe attacks. Confusion stacks in intensity, so the more stacks of confusion an enemy has, the greater the damage Chill - a condition that causes those affected by it to acquire a blue tint and have a 66% movement speed reduction. While chilled, skills already recharging will recharge 66% slower. Stacks in duration. Cripple - a condition which decreases movement speed by 50%. Crippled targets will visibly limp. Fear - a condition that causes an enemy to be interrupted and run directly away from the player for a short period of time, usually 1 second. Immobilized - a condition which hinders movement and prevents dodging. Poison - a condition in that deals damage over time and reduces outgoing heals by 33%. Stacks in duration. Vulnerability - a condition which lowers the target's armor. Stacks in intensity. Weakness - a condition that causes attacks to result in a glancing blow (about 50-75% reduced hit) 50% of the time and slows endurance regeneration.
Control
Daze - an effect caused by some skills which interrupts and prevents the target from using skills for a period of time. Float - an underwater effect caused by some skills which forces the affected target(s) to move towards the surface. Knockdown - an effect caused by some skills which interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground. Launch - an effect caused by some skills which interrupts and tosses a character into the air. Pull - an effect caused by some skills which shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt. Push - an effect caused by some skills which physically pushes foes away from the player and interrupts them. Sink - an underwater effect caused by some skills which forces the affected target(s) to move away from the surface. Stun - an effect caused by some skills which interrupts, immobilizes, and incapacitates foes for a short duration.
Other
Distortion - an effect exclusive to mesmers which allows them to evade attacks for some time. Frenzy - an effect that increases damage done with critical hits. Frosty Armor - an effect which protects against incoming attacks. Haste - an effect which improves endurance regeneration. Invulnerability - an effect that prevents the target from taking damage or receiving conditions. It is automatically placed on many boss monsters during cutscenes. It is also placed on rallied players for one second. Power of the Mists - an effect that applies in World versus World and Player versus Environment and provides bonuses to the player depending on the war score of their home server. War scores are tiered with each tier unlocking an additional or upgraded bonus. Quickness - an effect that makes all skills and actions twice as fast. Rejuvenation - is an effect that regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve. Smiting - an effect that causes every fifth attack to apply burning. This effect is exclusive to the guardian profession through the Virtue of Justice. Stability - effect that makes the target immune to crippled, chilled, knockdown, launch and knockback. Stealth - an effect which allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs. A stealthed character will appear as a transparent outline to allies. In PvE, a foe will stop attacking if the target becomes stealthed. When thieves enter stealth, their first weapon skill changes to a special stealth skill. Stealth is broken when the user attacks, however characters remain hidden while taking damage or stealing. Stealth can be used in combat; it does not last indefinitely.
Proximo Admin replied
715 weeks ago