User:Anvil God/Warrior Skill Changes

Energy Storage
''For each rank of Energy Storage, your maximum Energy raises by 3 and in PvE, your Elemental skills ignores 3 additional armor (Minimum 60).Several skills related to gaining Health or Energy become more effective with higher Energy Storage. ''

Skills:

5e 1/4s cast 30s recharge Enchantment Spell. (60 seconds.) You gain Energy, lose  point of Exhaustion, and are healed for % of the Energy cost each time you cast a spell.

10e 1s cast 15s recharge Spell. Also hits foes adjacent to target. Deals damage (maximum 100) for each point of Energy you have.

5e 0s cast 15s recharge Elite Skill. 15 seconds. Your maximum energy is increased by you and cannot be exhausted. End effect: You gain energy and lose  points of Exhaustion.

5e 0s cast 25s recharge Elite Skill. (8 seconds.) Initial effect: gain Energy. 75% of all damage you take is reflected back.

(PvP) 5e 0s cast 25s recharge Elite Skill. (4 seconds.) All damage you take is reduced by 75%. End effect: gain Energy.

5e 1s cast 30s recharge Elite Skill. ( seconds.) Initial effect: You are completely Exhausted. Whenever you cast a spell, you gain energy,  health for each enchantment on you (maximum 3). You lose 10 points of Exhaustion. Ends when you are no longer Exhausted.

(PvP) 5e 1s cast 30s recharge Elite Skill. ( seconds.) Initial effect: You are completely Exhausted. Whenever you cast a spell, you gain energy and  health while enchanted. You lose 10 points of Exhaustion. Ends when you are no longer Exhausted.

5e 1/4s cast 1s recharge Elite Enchantment Spell. 10 seconds, The next time target ally's enchantments would end, that enchantment is renewed and that ally gains energy. This enchantment ends.

(PvP)5e 1/4s cast 1s recharge Elite Enchantment Spell. 10 seconds, The next time target ally's enchantments would end, that enchantment is renewed and that ally gains energy. This enchantment ends.

2% sacrifice 0s cast 45s recharge Elite Skill. 15 seconds. Initial effect: Increase your Energy Storage attribute by. Your elemental skills uses your Energy Storage attribute. End effect: Recharges % faster. Ends the next time you use a skill.

(PvP) 2% sacrifice 0s cast 45s recharge Elite Skill. 15 seconds. Initial effect: Increase your Energy Storage attribute by. Your elemental skills uses your Energy Storage attribute. End effect: Recharges % faster. Ends the next time you use a skill.

5e 0s cast 45s recharge Skill. 60 seconds. Whenever you cast an Elemental spell, you lose 2 points of Exhaustion. Every seconds, you gain 1 point of Exhaustion.

General
Attunements:

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Air Magic skill. Your Air Magic skills cost ( less energy.

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Earth Magic skill. Your Earth Magic skills cost (% less energy.

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Fire Magic skill. Your Fire Magic skills cost (% less energy.

5e 1s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an Water Magic skill. Your Water Magic skills cost (% less energy.

5e 1/4s cast 30s recharge Skill. ( seconds.) You gain 1 Energy whenever you use an elemental skill. Your elemental skills cost (% less energy and your Elemental attributes increase by (.)

Conjures:

5e 1s cast 15s recharge Enchantment Spell. (60 seconds.) Target ally's attacks hit for + lightning damage and have an additional +% armor penetration. No effect unless ally's weapon deals lightning damage.

(PvP) 5e 1s cast 45s recharge Enchantment Spell. (60 seconds.) Your attacks hit for + lightning damage. No effect unless your weapon deals lightning damage.

5e 1s cast 15s recharge Enchantment Spell. (60 seconds.) Target ally's attacks hit for + fire damage and causes burning for seconds. No effect unless ally's weapon deals fire damage.

(PvP) 5e 1s cast 45s recharge Enchantment Spell. (60 seconds.) Your attacks hit for + fire damage. No effect unless your weapon deals fire damage.

5e 1s cast 15s recharge Enchantment Spell. (60 seconds.) Target ally's attacks hit for + cold damage and has a % chance to interrupts foes suffering from an Elemental hex. No effect unless ally's weapon deals lightning damage.

(PvP) 5e 1s cast 45s recharge Enchantment Spell. (60 seconds.) Your attacks hit for + cold damage. No effect unless your weapon deals cold damage.

5e 2s cast 15s recharge Elite Enchantment Spell. ( seconds). Target ally's attacks deals + earth damage, has +24 defense, and is immune to critical hits. No effect unless target ally's weapon deals earth damage.

(PvP) 5e 2s cast 45s recharge Elite Enchantment Spell. ( seconds). Target ally's attacks deals + earth damage. No effect unless target ally's weapon deals earth damage.

Wards and Glyphs

 * Wards originate and follow the center of the spell caster.
 * All (Elementalist) ward spells cause Exhaustion.
 * Glyph's cast time is now instant.
 * Glyph's after cast time increased to 1 seconds.

Wards:

15e 1s cast 20s recharge Ward Spell. ( seconds.) Allies in this ward have +24 armor against elemental damage and take % less damage from spells. Spirits are unaffected. You are Exhausted.

15e 1s cast 20s recharge Ward Spell. ( seconds.) Foes in this ward move 66% slower and take damage every second while moving. . Spirits are unaffected. You are Exhausted.

(PvP)15e 1s cast 20s recharge Ward Spell. ( seconds.) Foes in this ward move 33% slower. Spirits are unaffected. You are Exhausted.

25e 1s cast 30s recharge Elite Ward Spell. ( seconds.) Reduces incoming damage against allies in this ward by 2 every time an all in this ward take damage. Spirits are unaffected. You are Exhausted

15e 1s cast 20s recharge Ward Spell. ( seconds.) Allies in this ward have a 50% chance to block melee attacks. Spirits are unaffected. You are Exhausted

(PvP) 15e 1s cast 20s recharge Ward Spell. ( seconds.) Allies in this ward have a 50% chance to block melee attacks. Spirits are unaffected. Ends after blocks. You are Exhausted

15e 1s cast 20s recharge Ward Spell. ( seconds.) Allies in this ward cannot be knocked-down. Spirits are unaffected. You are Exhausted

(PvP) 15e 1s cast 20s recharge Ward Spell. ( seconds.) Allies in this ward cannot be knocked-down. Spirits are unaffected. Ends after preventing knockdowns. You are Exhausted

10e 1s cast 20s rechargeWard Spell. ( seconds). Inflicts Weakened condition ( seconds) to any foes that take elemental damage in this ward. Spirits are unaffected. You are Exhausted

Glyphs:

5e 8s recharge Glyph (15 seconds.) Your next spell cannot be interrupted,is unaffected by the Dazed condition, and cannot be disabled.

5e 15s recharge Glyph. (25 seconds.) Boosts your elemental attributes by +2 for your next 10 spells.

5e 30s recharge Elite Glyph. (15 seconds.) Your spells cost 0 energy and your next two spells that would have caused Exhaustion does not cause Exhaustion. Ends after you expend energy.

5e 20s recharge Glyph. (15 seconds.)Your next spell casts instantly and causes Exhaustion. You are Exhausted.

5e 10s recharge Glyph. (15 seconds.) Your next spell[s] that target[s] a foe also inflicts Burning condition ( second[s]).

5e 30s recharge Glyph. (15 seconds.) Your spells cost 0 energy. Ends after you expend energy.

5e 10s recharge Glyph. (15 seconds.) Your next spell recharges instantly.

5e 8s recharge Glyph. (5 seconds.) Your spells heal for and you are healed for % of the Energy cost of each spell. Ends after you are healed for.

5e 5s recharge Glyph. (15 seconds.) Your next spell casts instantly. You lose half your current health.

5e 10s recharge Glyph. (15 seconds.) Your next spell[s] recharge 25% faster and projectiles from them move 200% faster.

Air Magic
Skills:

5e 1s cast 6s recharge Spell. Deals lightning damage. Deals lightning damage to one nearby foe for each Water Magic hex on target foe. 25% armor penetration.

5e 3/4s cast 6s recharge Spell. Inflicts Blindness condition. You are Exhausted.

10e 1s cast 10s recharge Spell. Deals lightning damage three times. Hits one foe near target for half damage. 25% armor penetration. You are Exhausted if not enchanted.

5e 1s cast 5s recharge Hex Spell. seconds. Also affects nearby foes. Water hexes on target foe lasts % longer. Initial effect: cold damage.

{PvP} 5e 1s cast 12s recharge seconds. Water hexes on target foe lasts % longer. Initial effect: cold damage.

10e 1s cast 10s recharge Elite Hex Spell. (10 seconds.) Deals damage each second to adjacent foes. Ends if you use a skill that targets this foe.

5e 1s cast 5s recharge Elite Spell. Deals air damage. Deals Earth damage if target is hexed with Earth Magic. Deals Water damage if foe is hexed with Water Magic. Causes knock-down.

(PvP) 5e 1s cast 8s recharge Elite Spell. Deals air damage.Causes knock-down if foe is hexed with Water or Earth Magic.

10e 1s cast 12s recharge Elite Spell. Deals lightning damage. Hits two foes near target. 25% armor penetration. You are Exhausted if not enchanted.

(PvP) 10e 1s cast 6s recharge Elite Spell. Deals lightning damage. Hits two foes near target. 25% armor penetration. You are Exhausted if not enchanted.

25e 2s cast 20s recharge Spell. Deal lightning damage and inflicts Cracked Armor ( seconds). Causes knockdown (4 seconds). 25% armor penetration. You are Exhausted.

(PvP) 25e 2s cast 20s recharge Spell. Deal lightning damage. Causes knockdown. 25% armor penetration. You are Exhausted.

15e 1s cast 5s recharge Spell. Projectile: deals lightning damage and inflicts Cracked Armor ( seconds). 25% armor penetration.

(PvP) 15e 2s cast 5s recharge Spell. Projectile: deals lightning damage. 25% armor penetration.

5e 1s cast 0s recharge Spell. Deals lightning damage. 25% armor penetration.

15e 1s cast 10s recharge Elite Hex Spell. (3 seconds.) End effect: deals lightning damage and causes knock-down. Adjacent foes' skills are disabled for 3 seconds. 25% armor penetration.

(PvP) 15e 1s cast 10s recharge Elite Hex Spell. (3 seconds.) End effect: deals lightning damage and causes knock-down. 10% armor penetration.

5e 0s cast 60s recharge Elite Skill. 5 seconds. Your Air Magic spells have an additional armor penetration and you move % faster. Renewal bonus: Cast an Air Magic spell.

5e 2s cast 15s recharge Elite Hex Spell. 3 seconds. Also affects nearby foes. Initial effect: Deals damage. End effect: Inflicts Dazed condition ( second[s]). 25% armor penetration.

5e 1s cast 15s recharge Spell. Hits foes adjacent to your target. Deals lightning damage and causes knockdown foes attacking.

5e 1s cast 15s recharge Spell. Hits foes adjacent to your target. Deals lightning damage and causes knockdown foes attacking.

5e 2s cast 45s recharge Enchantment Spell. ( seconds.) Target other ally's skills cast and recharge 33% faster. You are Exhausted.

Earth Magic
Skills:

5e 1s cast 15s recharge Spell. Hits foes adjacent to your target. Deals earth damage. Deals more earth damage to knocked-down foes.

15e 2s cast 15s recharge Spell. Deals earth damage each second (5 seconds). Hits foes near target's initial location. Causes knock-down to foes moving faster than normal.

15e 3/4s cast 15s recharge Spell. Deals damage to target foe and half damage to foes adjacent. You are Exhausted.

15e 3/4s cast 15s recharge Spell. Deals damage to target foe and half damage to foes adjacent. You are Exhausted.

15e 2s cast 15s recharge Spell. Also hits foes near target. Deals earth damage. Causes knock-down. You are Exhausted.

15e 2s cast 15s recharge Spell. Also hits foes near target. Deals earth damage. Causes knock-down. You are Exhausted.

15e 1s cast 15s recharge Spell. Deals earth damage each second (5 seconds). Hits foes near target's initial location. Inflicts Blindness condition (10 seconds).

5e 3/4s cast 12s recharge Hex Spell. Hexes foes near you for ( seconds). These foes move 50% slower.

5e 1s cast 0s recharge Hex Spell. ( seconds.) Target foe takes damage whenever other nearby foes take Lightning damage. This foe has immunity to all damage except lightning.

5e 1s cast 5s recharge Spell. Deals damage. You are Exhausted.

(PvP) 5e 1s cast 20s recharge Spell. Deals damage. You are Exhausted.

5e 1/4s cast 5s recharge Elite Enchantment Spell. ( seconds.) The next time target ally is the target of an enemy spell, that foe takes 100 damage, is knocked down, and is Exhausted.

(PvP) 5e 1/4s cast 20s recharge Elite Enchantment Spell. ( seconds.) Whenever a foe casts a spell on target ally, that foe is Exhausted. You are exhausted whenever target ally casts a spell.

5e 1s cast 25s recharge Elite Spell. Hits foes in the area of target foe's initial location. Deals earth damage each second (10 seconds). Hits attacking foes for more earth damage each second. Foes move 33% slower.

15e 1s cast 5s recharge Spell. Projectile: deals earth damage. Causes knock-down and moves twice as fast if target foe is Weakened.

10e 1s cast 6s recharge Elite Spell. Deals earth damage each second (3 seconds) and causes knock-down to attacking foes. Hits foes near target's initial location.

(PvP) 10e 2s cast 20s recharge Elite Spell. Deals earth damage each second (5 seconds) and causes knock-down to attacking foes. Hits foes near target's initial location.

Fire Magic
Skills:

5e 1s cast 15s recharge Enchantment Spell. seconds. Inflict Burning( seconds) and deal ( damage) to foes knocked down adjacent to target ally. Ends when that ally is knocked down.

5e 2s cast 15s recharge Spell. Deals fire damage each second (3 seconds). Hits foes adjacent to target's initial location.

5e 3/4s cast 15s recharge Elite Spell. Deals fire damage. Hits foes nearby target's location. You have + to Fire Magic ( seconds).

10e 3/4s cast 15s recharge Deals fire damage to foes adjacent to target ally.

10e 2s cast 12s recharge Spell. Deals fire damage each second (5 seconds). Hits foes adjacent to target ally's initial location.

25e 2s cast 15s recharge Spell. Deals fire damage and causes knock-down every 3 seconds (9 seconds). Hits foes adjacent to target's initial location. You are Exhausted.

5e 1s cast 5s recharge Elite Hex Spell. seconds. Initial effect:Deal fire damage. Deal fire damage and inflict Burning condition ( second[s]) every second you have more energy than target foe. You are Exhausted.

25e 2s cast 15s recharge Spell. Projectile: deals fire damage to target and foes adjacent to target. Initial effect: All party members within earshot are resurrected (% Health and % Energy). Resurrection effect: Deals fire damage to foes adjacent to resurrected members.

(PvP) 15e 2s cast 15s recharge Spell. Projectile: deals fire damage to target and foes adjacent to target. Initial effect: deals fire damage to foes adjacent to you.

5e 1s cast 10s recharge Elite Spell. Deals fire damage for each second since casting this spell (3 seconds). Hits foes near target's initial location.

(PvP) 10e 1s cast 20s rechargeElite Spell. Deals fire damage for each second since casting this spell (3 seconds). Hits foes near target's initial location.

15e 1s cast 4s recharge Spell. Hits foes near your target. Deals fire damage to foes already Burning. Inflicts Burning condition ( seconds) to foes not Burning.

15e 1s cast 4s recharge Spell. Hits foes near your target. Deals fire damage to foes already Burning. Inflicts Burning condition ( seconds) to foes not Burning.

15e 1s cast 10s recharge Spell. After 3 seconds, affects foes nearby to target's initial location. Deals fire damage to foes already burning.

10e 1s cast 7s recharge Hex Spell. Deals fire damage. Inflicts Burning condition (3 seconds) and causes knockdown if target foe is not moving after 3 seconds.

(PvP) 10e 2s cast 7s recharge Hex Spell. Deals fire damage. Inflicts Burning condition (3 seconds) and causes knockdown if target foe is not moving after 3 seconds.

Water Magic
Skills:

5e 1/4s cast 30s recharge Enchantment Spell. ( seconds.) You have +40 armor against physical damage and +80 armor against cold damage. You move 66% slower.

10e 1s cast 30s recharge Enchantment Spell. ( seconds.) You move 33% faster and attacks have a (% chance to miss.

10e 1s cast 10s recharge Hex Spell. Also hexes foes near target. ( seconds). They have 50% chance to miss.

(PvP) 10e 1s cast 12s recharge Hex Spell. Also hexes foes adjacent to target ( seconds). They have 50% chance to miss.

10e 1s cast 15s recharge Enchantment Spell. ( seconds.) You have + armor against physical damage and +100 armor against fire damage.

10e 1s cast 15s recharge Hex Spell. seconds. Also hexes foes near target. These foes move 66% slower. Initial effect: deals 10...70...85 cold damage.

10e 1s cast 12s recharge Elite Hex Spell. ( seconds.) Also affects adjacent foes. Foes moves 66% slower. Foes moves 90% slower if enchanted.

(PvP) 10e 1s cast 12s recharge Elite Hex Spell. ( seconds.). Target foe moves 66% slower. This foes moves 90% slower if enchanted.

25e 1s cast 30s recharge Hex Spell. seconds. Also affects adjacent foes. Interrupts spells every second. Interruption effect: Deal cold damage You are Exhausted.

(PvP) 25e 2s cast 30s recharge Hex Spell. seconds. Also affects adjacent foes. Interrupts spells every second. Interruption effect: Deal cold damage You are Exhausted.

5e 1s cast 5s recharge Elite Hex Spell. seconds. Initial effect:Deal cold damage and interrupts an action. Doubles casting time while you have more energy than target foe. You are Exhausted.

5e 2s cast 20s recharge Elite Skill. ( seconds.) While not attacking or using skills, all attacks miss. You cast water skills 33% faster. You are exhausted and this skill is disabled for 45 seconds.

(PvP) 5e 2s cast 20s recharge Elite Skill. ( seconds.) You cast water skills 33% faster. You are exhausted and this skill is disabled for 45 seconds.

10e 1s cast 15s recharge Hex Spell. Deals cold damage to target and adjacent foes. Hexes target and adjacent foes ( seconds). Doubles signet activation time. Can interrupt any signet if target foe is hexed.

10e 1s cast 10s recharge Hex Spell. Projectile: deals cold damage. Target foe moves 66% slower ( seconds). Also affects adjacent foes.

(PvP) 10e 1s cast 10s recharge Hex Spell. Projectile: deals cold damage. Target foe moves 66% slower ( seconds).

10e 1s cast 5s recharge Elite Hex Spell. (3 seconds.) Initial effect: deals cold damage. End effect: deals cold damage to adjacent foes.

(PvP) 10e 1s cast 12s recharge Elite Hex Spell. (3 seconds.) Initial effect: deals cold damage. End effect: deals cold damage.

5e 1s cast 15s recharge Hex Spell. seconds. Moves 75% slower if target foe is not moving.

5e 1s cast 8s recharge Spell. Also affects adjacent foes. Deals cold damage. Inflicts Blindness condition ( seconds) if target foe is Burning.

(PvP)5e 1s cast 8s recharge Spell. Deals cold damage. Inflicts Blindness condition ( seconds) if target foe is Burning.

5e 1/4s cast 12s recharge ( seconds.) You have 50% chance to block attacks.