Ok, couple of posts upcomming here. I would have added them directly to the wiki, but I am too braindead today to try and figure out how to do it without messing up your format :p
A few addtional classes and some additional info on some already there. Please excuse the typos, I did it by hand because god knows if the info I get from other sites will be valid. I tried to stick with base spells, but made a few notes on stuff that changes from talents.
Oh, and this first, for people trying to figure out wth the difference is between effects :
[align=center]Control Effects -
Stifle, stun, daze...???[/align]
Control effects are something that somehow impairs a target from taking a certain action. Charm isn't technically a "control effect" as far as classification, but I think it still belongs here as it is a means for preventing a mob's hostile actions.
- Snare - Slows target movement. Useful for kiting a mob or gving you time to get a root off, since snare is usually faster casting than root.
- Root - Holds the target in place. They can still cast and attack.
- Interrupt - stops the target from completing thier current spell cast.
- Daze - Prevents auto-attacks. Does not effects spells, movement or combat arts.
- Stifle - the opposite of Daze. Prevents casting and combat art usage, but still allows the target to auto-attack.
- Charm - temporarily causes the targetted mob to become an ally. The charmed target can be ordered to attack his former allies, but upon termination it will become agressive to you again.
- Mez - Prevents all action from the target. Usually broken upon any damage.
- Fear - Makes the target run away from you. This is uncontrolled and best used only in places where there are no other mobs to social agro and in conjunction with a snare to slow the mob's movement speed.
Additions -
Templar
Additional Buffs
- Vigilant Benediction - "An Augmentation that grants an ally the chance to absorb a physical damage attack whenever they are struck in combat. This spell does not require any concentration, but can only be maintained on a single ally."
- Glory of Combat - "Augmentation that grants the templar's ally a chance of healing the entire group on each successful attack." {Requires concentration, but I usually have enough to put this on both my tank and my bard.}
- Protective Faith - "A group augmentation that places a protective barrier over the Templar's group, that increases arcane resistance and wards arcane sources of damage for a limited duration."
Debuffs
- Involuntary Healer - "An impairment that causes the enemy to sometimes replenish the health of the target and nearby allies that they are attacking. When this effect triggers, it also cures trauma impairments of the target they are attacking. "
- Symbol of Corruption - "Impairment that deals divine damage over time and reduces the target's Wisdom."
- Amending Fate - "An impairment placed on an opponent that will grant health to the Templar and allies when the opponent is slain."
- Sign of Pacification - "Places an impairment on the target that dazes them, preventing them from making auto attacks."
Utility
- Cure - Single target "Cure impairments on target ally."
- Resolve - "Cures Arcane and Trauma impairments on the Templar's Group."
- Divine Arbitration - "Equalizes the health totals of the templar's group. The sum of all hit points in the group divided evenly for each group memberm at a slight loss."
- Reverance - "For a short duration, whenever a target ally spends power, some of their health is replensihed."
- Salvation - "If target ally recieves damage that would be fatal, that ally is healed over time and their physical resistance is increased."
- Focused Benefaction - "An augmentation that greatly heals an ally when they are attacked, and has a limited number of heals before expiring. It costs power over time and the templar is immobilized." 36 sec or 15 triggers.
- Battle's Reprieve - Combat Rez "Resurrects a fallen ally and increases their physical resistance for a shirt duration. This spell can be cast in combat."
- Blazon Life - AE Combat Rez - "Resurrects nearby fallen allies and increases thier physocal resistance for a short duration. This spell can be cast during combat."
Conjuror
Debuffs
- Dispel Magic - "Dispells beneficial magic seplls from the mage's target."
- Swarm of Bats - "Deals piercing damage over time to target enemy and decreases thier defense."
Utility
- See Invisibility - "An augmentation that allows a mage's ally to see invisible enemies."