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Guilt

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Skill details
Guilt
Guilt.jpg
Campaign Prophecies Mesmer
Profession Mesmer
Attribute Domination Magic
Type Hex Spell
    5 Energy.png 2 Activation.png 25 Recharge.png

Full: For 6 seconds, the next time target foe casts a spell that targets a foe, 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 targets one of your allies.

Domination Magic 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Energy steal 5 6 6 7 7 8 9 9 10 10 11 12 12 13 13 14 15 15 16 16 17 18

Acquisition[edit | edit source]

Skill Quests:

Skill Trainers:

Signet of Capture:

Notes[edit | edit source]

  • 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, or when it is absolutely necessary to stop a player's next spell without risking a missed interrupt. Guilt can punish a player for attempting to damage or hex you without requiring you to time a split-second interrupt.
  • This skill combines well with Wastrel's Worry.

Related skills[edit | edit source]

Related articles[edit | edit source]