WEAPON SKILLS
SWORDSMANSHIP
"Focused Eye" with 120 Swords/120 Tactics gives +30% HCI (does not exceed cap), it costs 20 Mana (subject to LMC) to activate, and costs 20 Mana (subject to LMC) every 3 seconds to maintain.
"Onslaught" with 120 Swords/120 Tactics and a 100% Physical Damage Iron Katana, applied a flat -20% Physical Resist debuff for 6 seconds to a High Plains Boura, dropping him from 64% Physical Resist, to 44%. Onslaught ignores Consecrate Weapon, and will always debuff the Resist that your weapon regularly targets (making Reforged 100% Elemental Weps even more important for selective hunting).
Onslaught with 120 Swords/120 Tactics and a 100% Physical Damage Iron Katana, applied a flat -10% Physical Resist debuff to another player for 6 seconds. This debuff can be overcome by overcapping Resists, so 80/80/80/80/85 renders an Elf immune to the effects of Onslaught.
MACING
"Toughness" gives +27 Health at 120 Macing/GM Tactics, and +30 Health at 120 Macing/120 Tactics. The extra Health goes above the 150 Cap, so you can reach 180 Health. It costs 20 Mana (subject to LMC) every 3 seconds to maintain.
I tested "Stagger" against High Plains Bouras and Greater Dragons for PvM, and against my other guilded char for PvP, and the results are mixed and interesting. In PvM, as far as i could tell, Stagger doesn't do as much damage as AI against high Resist targets, and doesn't do as much damage as Double Strike against low Resist targets, however, it severely slows down the melee attack speed of the victim (presumably by 60%). In PvP, with 150 STR, 100 DI, 120 Macing/120 Tactics/GM Anatomy and a Iron War Axe, Stagger was dealing 20-29 damage against a 70 Phys Res player, and would apply a -60% SSI debuff for 10 seconds, going into the negatives. So, Stagger is mainly a defensive ability to be used once every 10 seconds basically.
Macing has basically just been relegated to "Tank" for PvM, but still doesn't have good weapon selection, unless ToL is adding more.
FENCING
"Thrust" with 120 Fencing/120 Tactics gave +15% SSI (doesn't go above 60% cap) and +10% Damage Modifier.
"Pierce" with 120 Fencing/120 Tactics does about 40-50% of the victim's max Stamina in Stamina damage over 10 secs in PvP. Against players with low max Stamina, they can potentially out-regenerate the Stam damage. In PvM, Pierce seems to almost always damage 40% of the victim's max Stamina over 10 secs, even monsters that have massive Stamina, such as Anlorvaglem (1,100 DEX/Stam, so 400+ Stam damage in 10 seconds). Three Pierces is enough to drop most creatures to 0 Stamina. Pierce struggles though to lower the Stamina of creatures with Paragon level regen. It requires constant upkeep of Pierce on them to lower their Stamina, and if Pierces falls off of them for even 5 seconds, they can quickly regain their Stamina.
ARCHERY
"Flaming Shot" with 120 Archery/120 Tactics shoots arrows that do Fire damage to all targets within a 5x5 tile radius of the target, and has a 10 second cooldown. Against a single High Plains Boura, it did 69 Fire damage. Flaming Shot's individual damage starts to decline at 3+ targets. It does 31 damage to players with max resists. Flaming Shot does not draw aggro for some reason.
"Playing The Odds" with 120 Archery/GM Tactics halves your Bow Range while increasing your party's HCI by 45% (doesn't go above cap), and their SSI by 30% (doesn't go above cap). Playing the Odds appears to affect pets of party members as well. It lasts for 1 minute, and has a 1 min, 30 second cooldown, so a 2/3 uptime.
THROWING
"Called Shot" at 120 Throwing/120 Tactics gives +45% HCI (doesn't go above cap) and +75% DI for 10 seconds. It has a 1 minute cooldown. Oddly enough, it's +75% DI seems to ignore the 100% DI cap in PvP. With 150 STR, 120 Throwing/120 Tactics/100 Anatomy and 100% item DI with a Soul Glaive, i'd normally do 18-25 damage a hit to a player with maxed resists. As soon as i'd activate Called Shot, i'd start doing 33-43 damage a hit. You can even activate Weapon Specials during Called Shot...
I'm inclined to believe Called Shot mistakenly gives +75% Damage
Modifier, rather than Damage
Increase, despite what the buff bar says.
"Elemental Fury" with 120 Throwing/120 Tactics lasts for 120 seconds, and adds 11-12 Fury to your Fury Pool with every attack, and once your Fury Pool reaches 69 (every 6th or 7th hit), it unleashes an Elemental Fury attack. Against another player with maxed resists, the Elemental Fury attack did 10 damage. Against High Plains Bouras with a 100% Fire Damage Soul Glaive, it did 132-144 Fire damage.
WRESTLING
"Rampage" with 120 Wrestling provides a stacking +4 HPR, +3 SR, +3% SSI (up to 60% cap) per successful hit for 60 seconds, or until you miss/are parried, which then cancels Rampage.
"Fists of Fury" with 120 Wrestling attempts to hit the target 3 times simultaneously, and if all three blows land, then the third blow deals extra direct damage. Against another player with max resists, the third hit would do anywhere between 4-20 damage. Against High Plains Bouras, the third blow would do between 6-20 damage.
Without new weapons that utilize the Wrestling skill, the Wrestling Masteries are pretty worthless.
PARRYING
"Heighten Senses" with 120 Parry/120 Wep Skill gives +12% Parry chance, and costs 10 Mana (subject to LMC) every 3 seconds to maintain.
"Bodyguard" with 120 Parry/120 Wep Skill gives 50% Damage Reduction to the targeted "protectee", the "protector" will then take 55% of the original damage that the protectee would've taken, for 90 seconds. So it basically diverts half the damage from the protectee, to the protector. Bodyguard only functions when the protector and protectee are within 2 tiles of each other. This ability is absolutely perfect for cross healing by reducing spike damage (thus also making bandage interrupts/slips less likely), so long as the protectee is the one tanking.
"Shield Bash" with 120 Parry/120 Weapon Skill did about 60 damage (normal auto hits were averaging 30 damage) to a High Plains Boura, and paralyzed it for 6 seconds. Shield Bash with 120 Parry/120 Weapon Skill did an average of 30 damage (normal auto hits were averaging 15 with a Katana) to another player with max Resists and paralyzed them for 3 seconds.