Skills


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Monk (click to hide)

Currently, Monks have 4 attributes: Divine Favor(primary attribute), Healing Prayers, Protection Prayers, and Smiting Prayers. Of these attributes, Divine Favor, Healing Prayers, and Protection Prayers are primarily defensive attributes based on increasing the survivability of yourself and party members, while Smiting Prayers can be used to deal damage yourself, or increase the damage dealt by teammates.



Divine Favor (click to hide)

Divine Favor is the primary attribute for Monks, meaning that only characters who have Monk as their primary class can place points into the attribute. Along with having many skills tied to this attribute, Divine Favor adds a passive healing bonus when you cast a Monk spell on an ally. Currently, each point in Divine Favor will heal your allies for 3.2 life. This amount is rounded to the nearest whole number, so with 1 point in the attribute, your spells will gain 3 healing from divine favor. With 12 points in Divine Favor, each Monk spell that you cast on an ally will heal them for 38 health. This can be greatly beneficial for any monk using spells to heal or buff an ally. The skills that are linked to the Divine Favor attribute are generally passive skills that provide a bonus to your healing capabilities. They have myriad benefits, such as increasing your energy regeneration, increasing the amount that your healing spells do, and make your enchantments last longer. Other Divine Favor skills can be used to heal yourself or your teammates, or even bring someone back from the brink of death. Overall, Divine Favor provides a great bonus for any healing or protection monk, and is always worth investing points in if you want to use skills from either of those attributes.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Aura of Faith {Elite} - Enchantment Spell
For 60 seconds, target ally gains 24-45% more health when healed.
10 1 15
Blessed Aura - Enchantment Spell
While you maintain this "Enchantment", Monk Enchantments you cast last 10-30% longer.
10 2 2 1
Blessed Light {Elite} - Spell
Heal target ally for 10-94 Health and remove one Condition and one Hex.
10 3/4 5
Blessed Signet - Signet
For each "Enchantment" you are maintaining, you gain 3 Energy, maximum 3-20.
2 10
Boon Signet {Elite} - Signet
Heal target ally for 5-29 Health. For each Enchantment on that ally, you gain 2 Energy. (Maximum of 5 Energy.)
1 5
Contemplation of Purity - Skill
Lose all "Enchantments", for each one lost gain 6-65 health, lose one "Hex" and lose one "Condition."
5 1/4 10
Divine Boon - Enchantment Spell
While you maintain this "Enchantment", whenever you cast a Monk spell on an ally, that ally is healed for 25-61 points, and you lose 2 Energy.
5 1/4 1 1
Divine Healing - Spell
Heal yourself and nearby party members for 10-210 points.
10 2 30
Divine Intervention - Enchantment Spell
For 10 seconds, if target ally recieves damage that would be fatal, the damage is negated and that ally is healed for 26-197 points.
5 1/4 30
Divine Spirit - Enchantment Spell
For 1-11 seconds, Monk spells cost you 5 less energy to cast. (Minimum cost: 1 Energy.)
10 1/4 60
Heaven's Delight - Spell
Heal yourself and party members in the area for 10-210 points.
10 2 30
Peace and Harmony {Elite} - Enchantment Spell
For 30-78 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally casts a spell that targets a foe or if that ally deals damage to a foe.
5 1 25
Release Enchantments - Spell
Lose all Enchantments. Each party member is healed for 5-29 Health for each Monk Enchantment lost.
5 1 5


Healing Prayers (click to hide)

A large number of Monk players focus on the Healing Prayers attribute, as healing can be one of the most important thing for keeping your party alive. While every class has a way of healing themselves, Monks can heal both themselves and their party members much more efficiently than any other class. The Healing Prayers attribute offers a large number of skills based around keeping your allies alive, both in just direct health gained, as well as some very useful enchantments to regenerate health over time or heal whenever that ally gets hit. If you want to make a character to be the savior of your team, keeping them all alive during a particularly tough mission, Healing Prayers is the attribute to focus on. When somebody is near death, a large heal can be the best bet of saving them, and can be the only way to counter life degeneration from poison and disease, as well as many Mesmer and Necromancer hexes that will drain life.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Dwayna's Kiss - Spell
Heal target other ally for 15-51 Health and an additional 5-17 Health for each Enchantment or Hex on that ally.
5 1 3
Dwayna's Sorrow - Spell
For 30 seconds, target ally and all nearby allies are Enchanted with Dwayna's Sorrow. If an ally dies while under the effects of Dwayna's Sorrow, your party is healed for 5-41.
5 1 5
Ethereal Light - Spell
Target ally is healed for 25-85. This Spell is easily interrupted.
5 1 5
Gift of Health - Spell
All of your other Healing Prayers skills are disabled for 10-6 seconds. Target other ally is healed for 15-123 Health.
5 3/4 5
Heal Area - Spell
Heal yourself and all nearby creatures for 30-150 points.
10 1 5
Heal Other - Spell
Heal target other ally for 35-151 Health.
10 3/4 3
Heal Party - Spell
Heal entire party for 16-67 Health.
15 2 2
Healing Breeze - Enchantment Spell
For 10 seconds, target ally gains health regeneration of 3-8.
10 1 2
Healing Burst {Elite} - Spell
Target touched ally and adjacent allies are healed for 30-126 Health. If more than one ally was healed, you lose 5 Energy.
5 3/4 10
Healing Hands {Elite} - Enchantment Spell
For 10 seconds, whenever target ally takes damage, that ally is healed for 5-29 Health.
5 1/4 25
Healing Light {Elite} - Spell
Heal target ally for 40-88 Health. If your target has an Enchantment, you gain 1-3 Energy.
5 1 4
Healing Seed - Enchantment Spell
For 8 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 3-25 health.
15 2 25
Healing Touch - Spell
Heal target touched ally for 16-51 points. Health gain from Divine Favor is double for this spell.
5 3/4 5
Healing Whisper - Spell
Target other ally is healed for 40-88. This spell has half the normal range.
5 1 1
Infuse Health - Spell
Lose half your current health. Target other ally is healed for 100-129% of the amount you lost.
10 1/4
Jamei's Gaze - Spell
Heal target other ally for 35-151 Health.
10 3/4 3
Karei's Healing Circle - Spell
Heal yourself and all adjacent creatures for 30-150 points.
10 1 5
Live Vicariously - Enchantment Spell
While you maintain this "Enchantment", whenever target ally hits a foe, you gain 2-14 health.
5 2 1
Mending - Enchantment Spell
While you maintain this "Enchantment", target ally gains health regeneration of +1-3.
10 2 1
Orison of Healing - Spell
Heal target ally for 20-60 points.
5 1 2
Restore Life - Spell
Touch the body of a fallen party member. Target party member is returned to life with 20-56% Health and 42-80% Energy.
10 8 5
Resurrection Chant - Spell
Resurrect target party member with up to your current Health and 5-29% Energy. This spell has half the normal range.
10 8


Monk General (click to hide)



Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Deny Hexes - Spell
Remove one Hex from target ally for each recharging Divine Favor skill you have.
5 1 12
Empathic Removal {Elite} - Spell
You and target other ally lose 1 Condition and 1 Hex.
5 1 10
Essence Bond - Enchantment Spell
While you maintain this "Enchantment", whenever target ally takes physical damage, you gain 1 energy.
10 2 1
Holy Veil - Enchantment Spell
While you maintain this enchantment, any hex cast on target ally takes twice as long to cast. When Holy Veil ends, one hex is removed from target ally.
5 1 12 1
Light of Dwayna - Spell
Resurrect all dead party members in the area. They are returned to life with 25% health and 0 energy.
25 4 20
Martyr {Elite} - Spell
Transfer all Conditions and their remaining durations from your party members to you.
5 1 10
Purge Conditions - Spell
Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally.
5 1/4 20
Purge Signet - Signet
Remove all "Hexes" and "Conditions" from target ally. You lose 10 Energy for each Hex and each Condition removed.
3 20
Remove Hex - Spell
Remove a "Hex" from target ally.
5 2 7
Resurrect - Spell
Resurrect target party member. Target party member is returned to life with 25% health and zero energy.
10 6 5


Protection Prayers (click to hide)

Protection Prayers complements the Healing Prayers attribute quite nicely. Whereas Healing Prayers focuses on restoring health to you and your allies, skills in the Protection Prayers line focus on preventing the damage from being dealt in the first place. When your party is taking less damage, there is less that needs to be healed. In addition to preventing attacks from hitting your allies, Protection Prayers can help your allies recover from conditions and hexes, which can be very destructive to your team. Protection Prayers has more skills in it than the other Monk attributes, as well as many elite skills. These skills help in different ways: increasing health, reducing the damage taken from attacks and spells, restoring conditions, preventing attacks from hitting, and preventing the enemy from even attacking. One of the best ways to keep your party alive is to prevent anybody from damaging them, and that is exactly what the Protection Prayers line of skills allows you to do.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Aegis - Enchantment Spell
For 5-10 seconds, all party members have a 50% chance to block attacks.
15 2 30
Air of Enchantment {Elite} - Enchantment Spell
For 4-9 seconds, Enchantments cast on target other ally cost 5 less Energy.
5 1/4 5
Amity {Elite} - Hex Spell
For 8-18 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage.
5 1/4 45
Convert Hexes - Spell
Remove all "Hexes" from target other ally. For 8-18 seconds, that ally gains +10 armor for each Necromancer Hex that was removed.
15 2 20
Draw Conditions - Spell
All negative "Conditions" are transfered from target other ally to yourself. For each condition acquired, you gain 6-22 health.
5 1/4 2
Guardian - Enchantment Spell
For 5 seconds, Guardian has a 20-44% chance to "Block" attacks.
5 1 2
Life Attunement - Enchantment Spell
While you maintain this "Enchantment", target ally deals 30% less damage in combat, but gains 14-43% more health when healed.
10 2 1
Life Barrier {Elite} - Enchantment Spell
While you maintain this Enchantment, damage dealt to target other ally is reduced by 20-44%. If your health is below 50% when that ally takes damage, Life Barrier ends.
15 2 5 1
Life Bond - Enchantment Spell
While you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced 3-25 points.
10 2 1
Life Sheath {Elite} - Enchantment Spell
For 20 seconds, the next 30-126 damage target ally would take is negated.
5 1 7
Mark of Protection {Elite} - Enchantment Spell
For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6-49. All your Protection Prayers are disabled for 5 seconds.
10 1 45
Mend Ailment - Spell
Remove one "Condition" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 5-57 points for each remaining condition.
5 3/4 5
Mend Condition - Spell
Remove one "Condition" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. That ally is healed for 5-57 points.
5 3/4 2
Pacifism - Hex Spell
For 8-18 seconds, target foe cannot attack. This effect ends if the target takes damage.
10 2 30
Protective Bond - Enchantment Spell
While you maintain this "Enchantment", target ally cannot take more than 5% damage at one time. When Protective Bond prevents damage, you lose 6-4 energy or the spell ends.
10 2 1
Protective Spirit - Enchantment Spell
For 5-19 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell.
10 1/4 5
Rebirth - Spell
Resurrect target party member. Target party member is returned to life with 25% health and zero energy, and is teleported to your current location. All of target's skills are disabled for 10-4 seconds. This spell consumes all of your remaining energy.
10 6
Restore Condition {Elite} - Spell
Remove all "Conditions" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, and Deep Wound) from target other ally. That ally is healed for 10-58 for each condition removed.
5 3/4 2
Reversal of Fortune - Enchantment Spell
For 8 seconds, the next time, the next time target ally would take damage, that ally gains that amount of health instead, maximum 15-67
5 1/4 2
Reverse Hex - Enchantment Spell
Remove one Hex from target ally. For 5-9 seconds, the next time target ally would take damage inflicted injury is reduced by 5-41.
10 2 7
Shield Guardian - Enchantment Spell
For 10 seconds, target ally has a 75% chance to block incoming attacks. The next time target ally blocks an attack, that ally and all nearby allies are healed for 16-67 and Shield Guardian ends.
10 1 1
Shield of Deflection {Elite} - Enchantment Spell
For 6 seconds, target ally has a 50-70% chance to "Evade" attacks and gains 15-27 Armor.
10 1 5