New World takes a very interesting approach to its abilities and skills. There are no classes but your play-style is dependent on the weapon along with a character’s attributes and their thresholds. The longer you play with a weapon, the more experience it will accrue, unlocking new abilities and passives in the process.
There are 12 weapon types in New World – Bow, Rapier, Sword, War Hammer, Great Axe, Hatchet, Fire Staff, Ice Gauntlet, Spear, Musket, Void Gauntlet and Life Staff. Each has their respective strengths and weaknesses depending on one’s play-style. As such, it’s very easy to switch between weapons without too much fuss, or pair together different weapon types and benefits.
Providing further customization is the fact that each weapon type also has two different skill trees which promote varying styles of play. Let’s take a look at all of the weapon abilities and passives here, starting with the Sword.
The Sword is your bog-standard, one-handed melee weapon and can be paired with a shield. It scales off of Strength primarily with Dexterity serving as a secondary attribute. Its trees are Swordmaster and Defender, the former focused on damage and the latter on tanking. Here are all of the active abilities for the weapon:
- Leaping Strike (Swordmaster) – Allows for leaping six meters and dealing 135 percent weapon damage with a cooldown of 25 seconds. The two upgrades are – Final Strike, where 50 percent more damage is dealt to enemies below 30 percent HP, and Cowardly Punishment, which slows a target for eight seconds if the ability lands on an enemy’s back.
- Whirling Blade (Swordmaster) – Attack all enemies within two meters, dealing 145 percent of weapon damage with a 15 second cooldown. Has two upgrades – Opportunity, which causes 5 percent Rend for 10 seconds (reducing a foe’s armor) and Tactical Strike, which reduces the abilities cooldown by 10 percent for each enemy hit.
- Reverse Stab (Swordmaster) – Stabbing attack that can deal 175 percent weapon damage with a 20 second cooldown. Its two upgrades are – Unstoppable Stab, which adds Grit and makes it impossible to interrupt the attack, and Tactician, which reduces all Sword cooldowns by 25 percent when successfully landing a Reverse Stab.
- Shield Bash (Defender) – Stun foes for two seconds, dealing 50 percent of weapon damage. Cooldown is 25 seconds and with a Carnelian gem equipped, taunts all enemies hit for six seconds, directing their aggro to you. Its upgrades are Intimidating Bash which greatly increases threat and deals 100 additional damage, and Concussive Bash which increases stun duration by one second.
- Shield Rush (Defender) – Rush five meters ahead and deal 125.4 percent weapon damage. Also knocks back foes. Cooldown is 20 seconds and there are two upgrades – Improved Rush, with direct hits weakening all enemies within 5 meters by 10 percent for 4 seconds, and Intimidating Rush, with hits slowing all enemies within 5 meters by 30 percent for 4 seconds.
- Defiant Stance (Defender) – Reduce incoming damage from foes by 30 percent for 8 seconds. Has a cooldown of 45 seconds and with a Carnelian gem equipped, it can taunt enemies within 8 meters for six seconds. Its upgrades are Final Countdown, which increases damage reduction by 20 percent if health is above 50 percent, and Restoration, which provides 15 percent max health gain when the ability ends.
Now let’s look at the Sword’s passive skills:
- Counter Attack (Swordmaster) – Blocking an attack grants an Empower stack for five seconds, granting three percent increased damage. This can stack up to five times, granting a 15 percent damage increase.
- Achilles Heel (Swordmaster) – Slow an enemy by 20 percent for two seconds with the final hit in a Light attack chain.
- Empowered Stab (Swordmaster) – Grants 30 percent Empower for five seconds when a Heavy attack lands, resulting in increased damage.
- Mobility (Swordmaster) – 33 percent faster movement speed when blocking.
- Precision (Swordmaster) – Increases critical strike chance with swords by 10 percent.
- Freeing Justice (Swordmaster) – Landing a Heavy attack results in one debuff being cleared.
- Opportunist (Swordmaster) – Slowed foes receive 10 percent more damage
- Confidence (Swordmaster) – When at full health, damage dealt is increased by 15 percent.
- Critical Precision (Swordmaster) – When landing a critical strike, gain 20 percent Haste (increased movement speed) for five seconds.
- Leadership (Swordmaster) – All members in a group have 10 percent increased damage when you’re holding a sword.
- Sturdy Shield (Defender) – Physical armor is increased by 15 percent.
- Recuperation (Defender) – 10 percent increase to regeneration and all incoming healing.
- High Grip (Defender) – Blocking ranged attack with a shield reduces stamina damage by 15 percent.
- Defensive Training (Defender) – Gain 10 percent Fortify on blocking an attack for five seconds.
- Final Blow (Defender) – Deal 15 percent additional damage and generate extra threat with the third strike in a Light attack combo.
- Invigorating Bulwark (Defender) – Hitting an enemy with Shield Bash or Shield Rush grants 15 Stamina.
- One with the Shield (Defender) – Blocking with a shield causes all shield skills to recharge by 1 percent.
- Sturdy Grip (Defender) – Blocking melee attacks with a shield reduces stamina damage by 15 percent.
- Elemental Resistance (Defender) – Reduced damage from all magic by 10 percent.
- Defensive Formation (Defender) – Reduce damage by 30 percent to allies within 2 meters while blocking. Has a one second cooldown.
Next is the Rapier, which scales primarily off of Dexterity with Intelligence being a secondary attribute. It focuses more on quick strikes and inflicting Bleed statuses along with evasion. Let’s take a look at the active abilities in its Blood and Grace trees.
- Flourish and Finish (Blood) – Knock back enemies with the attack and then press Light Attack to execute Finish, which causes the player to lunge forward and deal 110 percent of the damage from all Rapier bleed stacks instantly while consuming them. Cooldown is 20 seconds and there are four upgrades – With Flair which grants Grit on both abilities; Swagger which restores 20 Stamina when hitting the target with Finish; Fuel where each damage tick from Tondo’s bleed will reduce this ability’s cooldown by 3.5 percent; and Bloody End where Finish will deal 150 percent of damage from bleed stacks.
- Tondo (Blood) – Deals 50 percent direct weapon damage and applies Bleed that deals 85 percent weapon damage over 12 seconds (which can stack up to three times and is refreshed with each Tondo strike). Has a five meter reach and an 11 second cooldown. It has three upgrades – Thirst for Blood, which reduces the cooldown of Tondo by 10 percent on the first Bleed stack; And again, which reduces the ability’s cooldown by 25 percent when hitting a target (even if they’re blocking); and Proper Spacing which increasing Tondo’s direct damage when at least four meters away from the target.
- Flurry (Blood) – You enter into a stance and then hit the enemy with five quick attacks, each dealing more damage. Has a cooldown of 16 seconds and can be dodged cancelled. Flurry has four upgrades – Overwhelm with each hit dealing 25 percent more block damage; Fleeting Strikes where each hit reducing the ability’s cooldown by 7 percent; To the Bone, with each hit extending bleed status by 1 second (applying to future stacks of the same ailment); and Finalize which staggers the enemy on the last hit.
- Riposte (Grace) – Go into a defensive stance for one second – if hit, counter immediately, stunning your enemy for 1.5 seconds (along with gaining temporary invulnerability). If you have a Carnelian Gem equipped, then all foes within five meters are taunted for four seconds. Cooldown of 20 seconds and has three upgrades – Insult to Injury which makes all attacks uninterruptible for three seconds upon a successful Riposte; Priority where other Rapier abilities have their cooldowns reduced by 20 percent after a successful Riposte; and Lasting Consequence which increases Riposte’s stun duration to two seconds.
- Fleche (Grace) – Pierce through foes with a lunge, traveling 10 meters and dealing 145 percent damage. Cooldown of 17 seconds and has three upgrades – Quick Lunge where kills reduce cooldown of the ability by 80 percent; Backside which increases the next critical strike attack’s damage by 15 percent after Fleche (lasting for five seconds); and Interruption, where pressing Light Attack during Fleche will cause the player to stop and perform an attack for 115 percent damage.
- Evade (Grace) – Sidestep in your current direction, canceling any action and gaining brief invulnerability. Light Attacks performed during this are very quick. Cooldown of six seconds and there are four upgrades – Breathe In that recovers 20 Stamina on use; Allegro which bestows 20 percent movement speed for three seconds on use; Adagio which bestows 15 percent increased damage on your next Light Attack when evading forward (though the effect ends on hit or after 1 second); and Crescendo where Light Attacks reduce the ability’s cooldown by 30 percent.
Now let’s take a look at all of the passive abilities for the Rapier.
- Heavy Puncture (Blood) – Extends duration of Rapier bleeds by two seconds with Heavy Attacks, which also applies to future stacks of the same bleed.
- Refreshing Strikes (Blood) – All cooldowns reduced by 1 percent on any hit.
- Unerring (Blood) – Damage against enemies with Rapier bleed status is increased by 5 percent.
- Light Edge (Blood) – The middle swipe attacks in a Light Attack combo have their damage increased by 8 percent.
- Engarde (Blood) – When enemy has more than 50 percent health, damage dealt is increased by 10 percent.
- Desperation (Grace) – When your Stamina is below 40 percent, deal 10 percent more damage.
- Swiftness (Grace) – Gain 3 percent Haste for four seconds on any hit, which stacks up to five times.
- Momentum (Grace) – After using an ability, damage is increased by 25 percent for next Light or Heavy Attack. Effect ends after three seconds or after hitting any enemy.
- Perfectionist (Grace) – When your health is full, deal 10 percent more damage.
- Red Curtains (Grace) – Reduce all cooldowns by 5 percent on critical hits.
- Controlled Breathing (Grace) – Gain 3 Stamina on hit.
Scaling primarily off of Strength (with Dexterity acting as a secondary attribute), the Hatchet can be used for both melee combat and as a ranged weapon (though it’s limited to medium and close range). Its two trees are Berserker and Throwing, the former focusing on melee hits and attack speed while the latter is all about throwing the weapon and inflicting status effects like Weaken, Rend and Disease.
Here are all of the active abilities for the Hatchet:
- Feral Rush (Berserker) – Leap on to foes with a melee attack, dealing 115 percent damage on the first hit and 130 percent damage on the second hit. Cooldown is 12 seconds and its upgrades include Dispatch which causes Feral Rush to deal 20 percent more damage to targets below 30 percent health; and Crippling Strikes where enemies hit in the bank with the ability are rooted for 2 seconds.
- Raging Torrent (Berserker) – Execute four quick attacks with each dealing 90 percent of weapon damage. Cooldown is 15 seconds with upgrades like Aggressive Approach which grants Haste for six seconds on hitting a target with the ability; and Final Blow, where pressing Light Attack at the end of the ability results in the last attack hitting for 120 percent damage.
- Berserk (Berserker) – Enter into Berserk Mode for 12 seconds which increases all attack damage by 20 percent. Cooldown is 18 seconds, which begins once the mode ends. Equipping the weapon with a Carnelian gem will cause Berserk to taunt enemies within 8 meters for up to eight seconds. Its upgrades include On the Hunt which grants 20 percent increased movement speed in Berserk Mode; Berserking Refresh which heals the player every four seconds up to 30 percent of their max health when Berserk is enabled; Berserking Purge which removes all crowd control effects on the player when using Berserk; and Uninterruptible Berserk which causes the player to become immune to stagger and their attacks to become uninterruptible in Berserk Mode.
- Social Distancing (Throwing) – Throw the hatchet and dodge back. Along with dealing 130 percent weapon damage, target is also slowed by 15 percent for three seconds. Cooldown is 15 seconds and its upgrades include – Quick Power which increases movement by 30 percent for three seconds when the ability connects on an enemy with an active debuff, and Stay Back where effects that reduce movement speed are increased by 25 percent for four seconds.
- Rending Throw (Throwing) – Throws the hatchet for 110 percent weapon damage. Also applies Rend which lowers an enemy’s damage absorption by 10 percent for 10 seconds. Cooldown is 15 seconds with upgrades that include – Targeted Impact, where Rend’s effect is increased by 15 percent when more than 8 meters from a target; Opportunistic, which causes the ability to deal 20 percent more damage on a target with an active debuff; and Second Wind, which reduces ability cooldown by 20 percent when using Rending Throw on an enemy with an existing debuff.
- Infected Throw (Throwing) – Throw the hatchet and inflict 150 percent weapon damage. Also trigger Disease (which reduces target’s healing efficiency by 30 percent) and weaken an enemy for five seconds. Cooldown is 15 seconds with upgrades that include Mortal Power which increases Disease duration and weaken to eight seconds (but on enemies below 30 percent health); and Aerial Transmission which spreads Disease in a three meter AoE for three seconds when hitting an enemy.
Let’s take a look at all of the passive skills for the Hatchet next:
- Enraged Strikes (Berserker) – Light and Heavy Attacks deal 20 percent more damage to targets below 30 percent HP.
- Against All Odds (Berserker) – Gain 10 percent increased damage for every foe within five meters.
- Fortifying Strikes (Berserker) – Gain Fortify (15 percent increased damage absorption) for 3 seconds after hitting the same target with three Light Attacks.
- Relentless Fury (Berserker) – Upon landing a Heavy Attack, gain Empower for three seconds or after three attacks.
- Accumulated Power (Berserker) – Upon landing three Light Attacks on the same target, gain Empower (grants 30 percent damage). Effect lasts for three seconds or on the next attack.
- Frenzied Purge (Berserker) – Hitting an enemy below 30 percent removes Bleed, Poison DoT and Burn from the player. Has a 60 second cooldown.
- Defy Death (Berserker) – Gain invulnerability for three seconds upon receiving lethal damage. Health is reduced to zero during this. Has a 75 second cooldown.
- Desperate Refresh (Berserker) – When hitting a target while health is below 30 percent, all cooldowns are reduced by 2 percent.
- Aimed Throw (Throwing) – Block is replaced with Aimed Throw. Holding right mouse button will enter aiming stance. Deals 95 percent weapon damage and consumes 20 Stamina.
- Boot and Rally (Throwing) – Regenerate 10 Stamina when hitting debuffed enemies with Light Attacks and Aimed Throws.
- Persistent Hindrance (Throwing) – Thrown hatchets that hit enemies extend the duration of all hatchet debuffs by 30 percent.
- On Fire (Throwing) – On every third thrown axe that lands on a target, critical damage is guaranteed.
- Critical Throw (Throwing) – Thrown hatchets can deal headshots or random critical hits. Critical hit chance of all attacks increased by 5 percent.
- Rejuvenating Crits (Throwing) – Regain 10 Stamina upon successfully landing critical hits with Light Attacks or Aimed Throws.
- Refreshing Throws (Throwing) – Reduce all cooldowns upon landing thrown hatchets against enemies with an active debuff.
- Exploitation (Throwing) – Enemies with an active debuff take 15 percent more damage from your attacks.
- Adrenaline Rush (Throwing) – After using an ability, dodging within two seconds uses 25 percent Stamina.
Next is the Spear, a two-handed weapon which scales primarily from Dexterity while Strength serves as its secondary attribute. It can also be thrown, providing some ranged damage for those that spec into it. Its passive trees are Zoner and Impaler, the former focusing on throwing attacks and crowd control while the latter is about DPS along with inflicting Bleed and Rend. Let’s look at the active skills first.
- Sweep (Zoner) – Knock down an enemy by sweeping their legs, dealing 75 percent weapon damage. Cooldown is 10 seconds and upgrades include Tenacious Sweep where Grit is active during the attack (making it uninterruptible); and Coup de Grace where pressing Basic Attack follows up with a downward stab that deals 125 percent weapon damage.
- Javelin (Zoner) – Throws the spear to deal 125 percent weapon damage. Also staggers a target on hit. Has a cooldown of 15 seconds. Upgrades include Forceful Impact which knocks down targets on hit; Refreshing Precision where headshots reduce cooldown by 50 percent; and Deadly Distance which increases the damage dealt by 2.5 percent per meter that the spear travels (up to 100 percent)
- Cyclone (Zoner) – Execute a spinning attack that pushes targets back by three meters. Deals 110 percent weapon damage and slows enemy movement speed by 50 percent for three seconds. Cooldown is 12 seconds and upgrades include Invigorating Combo which restores 25 Stamina with each hit; and Strong Momentum which activates Grit during the attack.
- Vault Kick (Impaler) – Kick the target for 75 percent weapon damage and apply Stun for 1.5 seconds. If Carnelian gem is equipped, then taunts the enemy for 2 seconds on hit. Cooldown is 15 seconds. Upgrades include Relentless Blows which grants Empower when hitting targets below 50 percent health, increasing damage by 20 percent for five seconds; and Continuous Motion which reduces cooldowns on other Spear abilities by 30 percent on hit.
- Skewer (Impaler) – Dash and skewer target for 125 percent weapon damage along with applying Bleed for 10 percent of weapon damage every second for 10 seconds. Cooldown is 15 seconds. Its upgrades include Deadly Ambush which deals 20 percent more damage to targets with full health; Follow Through where Critical Hits grant Empower and increase damage by 20 percent for 10 seconds; and Deep Wound which increases duration of Bleed to 15 seconds.
- Perforate (Impaler) – Execute three quick strikes that apply Rend, reducing enemy’s damage absorption by 5 percent for 10 seconds. Each hit deals 70 percent weapon damage Its upgrades include Rupturing Strikes which increases effect of Rend to 10 percent per strike if the enemy’s health is above 50 percent; and Impactful Strikes where landing all three strikes staggers the target.
Here are all of the passive skills for the Spear:
- Refreshing Reach (Zoner) – Reduce all Spear cooldowns by 15 percent with successive Heavy Attacks.
- Invigorating Crits (Zoner) – Critical hits restores 20 Stamina.
- Merciless Strength (Zoner) – Knocked down foes take 25 percent more damage.
- Defensive Stance (Zoner) – Grants Fortify for 2 seconds after successive Heavy Attacks.
- Deadly Consistency (Zoner) – Consecutive Heavy Attacks to an enemy deal 10 percent more damage.
- Strong Conditioning (Zoner) – When Stamina is below 50 percent, gain 30 percent Stamina regeneration.
- Reserved Strength (Zoner) – When Stamina is full, gain 25 percent damage.
- Evasive Maneuvers (Zoner) – Upon successfully landing hits, dodging backwards will consume 20 percent less Stamina for two seconds.
- Deadly Reach (Zoner) – Gain 10 increased critical hit chance for attacks on enemies that are more than three meters away.
- Exacerbating Crits (Impaler) – Dealing Critical damage extends debuffs and damage over time effects with the Spear by 20 percent.
- Exposed Wounds (Impaler) – Gain 15 percent critical hit chance against enemies suffering from Bleed.
- Crippling Jabs (Impaler) – On a target with less than 30 percent health, landing the final hit in a Light Attack chain deals 30 percent Slow for three seconds.
- Refreshing Jabs (Impaler) – In a Light Attack chain, landing the second hit reduces all Spear cooldowns by 10 percent.
- Precise Jabs (Impaler) – Light Attacks gain 5 percent increased critical hit chance.
- Unerring Precision (Impaler) – Deal 20 percent more damage to enemies that have Grit active
- Aggressive Maneuvers (Impaler) – After dodging, the first hit from an ability within 2 seconds reduces all Spear cooldowns by 20 percent.
- Finishing Blows (Impaler) – Deal 15 percent more damage to targets with less than 30 percent health.
- Exploited Weakness (Impaler) – Gain 10 percent damage per debuff on an enemy, up to 30 percent.
If you’re looking to deal boat-loads of damage without any care for defense, then the Great Axe warrants a look. Scaling purely off of Strength, it consists of two trees – Reaper for single-target and self-healing, and Mauler for area-of-effect and crowd-control. Let’s take a look at all of the active abilities below:
- Reap (Reaper) – Extends the weapon by five meters, dealing 70 percent weapon damage and drawing foes in. Can also taunt enemies for 4 seconds with a Carnelian gem equipped. Cooldown is 18 seconds. Upgrades include The Collector which increases the range of Reap to eight meters; Hunger, which heals you for 30 percent of damage dealt by the ability; and Fatal Attraction which performs a spin attack for 115 percent weapon damage after enemies are pulled in.
- Execute (Reaper) – Dish out an overhead strike for 200 percent weapon damage, which goes up to 300 percent weapon damage on enemies with health below 50 percent. Has a cooldown of 25 seconds. Its upgrades include Unstoppable Greed which adds Grit to the attack, and Executioner which grants 100 percent crit chance against enemies below 30 percent health.
- Charge (Reaper) – Charge a distance of 10 meters and upon reaching a target, attack for 120 percent weapon damage. The charge can be stopped and attack trigger early by pressing left mouse button. Grit is also applied, making you immune to stagger during the attack. Cooldown is 20 seconds and upgrades include Frenzied Momentum, which causes the ability to deal 120 to 140 percent weapon damage based on distance traveled; and Unpredictable Strike, which executes a swinging attack on pressing right mouse button for 140 to 165 percent weapon damage depending on distance traveled.
- Whirlwind (Mauler) – Your de facto spin-to-win maneuver. Whirlwind causes you to spin in a circle and hit all surrounding enemies for 50 percent weapon damage. You gain an extra spin on hitting an enemy, up to four times, and can move during the ability. While it has Grit, it doesn’t deal backstab damage. Cooldown is 30 seconds. Upgrades include Gusting Winds which increases the maximum number of spins to seven; Unending Winds which increases movement speed during Whirlwind by 50 percent; and Surrounded, granting 30 percent more damage if three or more foes are around you.
- Gravity Well (Mauler) – Swing upward for 99 percent weapon damage and create a vortex that pulls foes in a 10 meter range. Effect lasts for three seconds and once the vortex collapses, it unleashes a damaging burst for 125 percent damage. Cooldown is 30 seconds. Upgrades include Crowded Well for 10 increased burst damage for each enemy in the vortex, and Unyielding that grants 10 percent Fortify effect to allies in the well.
- Maelstrom (Mauler) – Deal 110 percent weapon damage with a spinning attack that also pulls enemies close. Cooldown is 20 seconds and upgrades include Storm’s Reach which extends the ability’s pull range by 50 percent; Absorb which consumes projectiles while Maelstrom is active; and No Reprieve which executes another spinning attack for 110 percent weapon damage while pulling enemies in.
Next up, let’s take a look at the passive skills for the Great Axe.
- Death’s Embrace (Reaper) – Armor penetration increased by 10 percent against enemies below 50 percent HP.
- Executioner’s Speed (Reaper) – Hitting two or more targets with a Light Attack grants 20 percent haste for three seconds.
- Critical Gains (Reaper) – Dealing a critical hit will self-heal for 10 percent of damage dealt.
- Frustration (Reaper) – If an enemy blocks your attack, you gain 15 percent increased damage for 10 seconds.
- Keen Edge (Reaper) – Increases critical damage by 10 percent.
- Greed (Reaper) – Light Attacks provide up to three stacks that increases damage by 5 percent for five seconds.
- Critical Condition (Reaper) – Attacks on enemies below 30 percent HP have 15 percent increased crit chance.
- Feed (Reaper) – Attacks on enemies below 30 percent HP will self-heal for 10 percent of damage dealt.
- Blood Lust (Reaper) – Looking at a foe that’s within 15 meters will increase your movement speed by 20 percent and damage by 15 percent.
- Mauler’s Fury (Mauler) – Attacks grant a stack that increases damage by 3 percent for three seconds (up to 10 stacks).
- Gravity (Mauler) – Pulling a foe will root them for 0.25 seconds.
- Enduring Strike (Mauler) – Heavy attacks have Grit and you also receive 20 percent damage reduction while performing the attack.
- Heavy Pull (Mauler) – Attacks pull enemies closer to you.
- Crowded Protection (Mauler) – Gain 10 percent damage absorption when three or more enemies are within four meters of you.
- Mauler’s Resolve (Mauler) – Getting hit while below 50 percent HP results in 40 Stamina gained (with a 20 second cooldown).
- Revenge (Mauler) – Blocking an attack bestows a stack that increases damage by 5 percent for five seconds (up to three stacks).
- Center of Attention (Mauler) – Gain 10 percent damage when three or more foes are within four meters.
Next up is the War Hammer, a two-handed weapon which is good for damage dealing and stunning opponents. It scales purely off of Strength and offers two trees – Juggernaut and Crowd Crusher. Let’s take a look at all of its active abilities:
- Mighty Gavel (Juggernaut) – Leaping attack that deals 160 percent weapon damage with a cooldown of 22 seconds. Its upgrades include Summary Judgment which increases damage by 20 percent on targets under 30 percent HP; Impact Fracture which increases Stamina damage dealt by 25 percent; Expedite which grants Haste for three seconds; and Justice For All where pressing Basic attack will add a second attack that deals X percent weapon damage.
- Armor Breaker (Juggernaut) – A swing that penetrates 35 percent of enemy armor, dealing 140 percent weapon damage. Its upgrades include Indomitable which adds Grit to the attack; Lasting Trauma which Rends targets and reduces their damage absorption by 15 percent for 10 seconds; and Opening Act which increases damage by 15 percent against enemies at full health.
- Wrecking Ball (Juggernaut) – Hit the ground around an enemy and deal 120 percent weapon damage. Has a cooldown of 15 seconds. Its upgrades include Safety Measures that grants Fortify for four seconds on a successful hit and Breathing Room which flattens all enemies within 1.5 meters of the main target.
- Clear Out (Crowd Crusher) – Swing and knock back enemies by four meters for 115 percent weapon damage. Has a cooldown of 15 seconds. Its upgrades include Power Cleaner which grants Fortify for four seconds to all allies within six meters upon successfully connecting with the target; Clean and Refreshed, which reduces cooldown by five percent per enemy hit; and Swing Away which provides Haste on hit for three seconds.
- Path Of Destiny (Crowd Crusher) – Strike the ground and send out a wave of energy that deals110.0 percent to all enemies it hits. Its cooldown is 22 seconds and upgrades include Seismic Waves which staggers all affected enemies; and Stimulated Reduction which reduces ability cooldown by 5 percent for each enemy hit.
- Shockwave (Crowd Crusher) – Dish out an AoE earthquake in a three meter radius, dealing 80 percent weapon damage. All affected enemies are stunned for two seconds (can also Taunted them for six seconds with a Carnelian gem equipped). Has a cooldown of 20 seconds. Its upgrades are Frailty which causes Weaken, decreasing a target’s damage by 10 percent for ten seconds; and Meteoric Crater which expands the range of Shockwave to four meters.
Next, let’s look at the War Hammer’s passive skills:
- Power Through Pain (Juggernaut) – Deal 35 percent additional damage for one after receiving damage.
- Contemption (Juggernaut) – Deal 15 percent increased damage with Heavy Attacks on enemies with less than 30 percent health.
- Quick Recovery (Juggernaut) – Heavy Attacks reduce cooldowns by 7 percent.
- Hammer Time (Juggernaut) – On successful Heavy Attack, gain Empower which increases damage by 20 percent for four seconds.
- Exhaustive Attacks (Juggernaut) – War Hammer abilities cause Exhaust, reducing enemy’s stamina regen by 15 percent for five seconds.
- Hardened Steel (Juggernaut) – Heavy Attacks gain Grit. Also gain 20 percent damage reduction for Heavy Attacks while Grit is active.
- Epitome Of Bonk! (Juggernaut) – Armor penetration of all normal attacks with the weapon increased by 10 percent.
- Resurgence (Crowd Crusher) – Reduce duration of debuffs on the player by 25 percent ever five seconds after using two Light Attacks with the War Hammer.
- Aftershock (Crowd Crusher) – An enemy suffering from a crowd control effect is slowed by 20 percent for four seconds.
- Acceleration (Crowd Crusher) – Using Light Attacks against debuffed enemies reduces cooldowns of War Hammer abilities by 7 percent.
- Facilitated Expedition (Crowd Crusher) – Gain Haste for three seconds after hitting an enemy with active debuff.
- Concussive Impact (Crowd Crusher) – Gain 15 percent damage against enemies that have War Hammer debuffs on them.
- Outnumbered (Crowd Crusher) – Gain 10 percent increased damage absorption when surrounded by two or more foes within five meters.
- I Can Do This All Day (Crowd Crusher) – When blocking melee strikes, stamina consumption is reduced by 30 percent.
- Guarded Sprint (Crowd Crusher) – When sprinting, take 10 percent less damage.
- Prevailing Spirit (Crowd Crusher) – After using a Crowd Crusher ability, regain 35 percent of damage dealt as health.
For those who favor range, the Bow is a very appealing option, scaling solely off of Dexterity. It has two trees – Skirmisher for evasion, poison and AoE attacks, and Hunter for raw damage. Let’s take a look at all of its active abilities below.
- Poison Shot (Skirmisher) – Unleash a poisonous arrow that creates a 3 meter cloud for six seconds that damages enemies for 10 percent weapon damage per second for 20 seconds. It has a cooldown of 35 seconds and its upgrades include Infected Arrows, where the poison deals 12 percent weapon damage per second for 20 seconds; and Direct Hit which deals 200 percent more damage on direct hit.
- Evade Shot (Skirmisher) – Leap back five meters and fire an arrow that deals 125 percent weapon damage. Has a 15 second cooldown. Its upgrades include Evasive Knockback which knocks back an enemy two meters; and Go the Distance which grants Haste for five seconds.
- Rain of Arrows (Skirmisher) – Unleash an arrow barrage that deals 150 percent weapon damage over seven meters. Has a cooldown of 25 seconds. Its upgrades include Barbed Arrows which inflicts Bleed for 85 percent weapon damage over 12 seconds (up to three stacks); and Hooked Arrows which inflicts Slow for four seconds.
- Splinter Shot (Hunter) – Fire an arrow that travels for 10 meters and then splits into three. This deals 50 percent weapon damage with a cooldown of 22 seconds. Upgrades include Scatter Shot which causes the arrow to split into five; and Calculated which reduces ability cooldown by 10 percent per hit;
- Rapid Shot (Hunter) – Fire three arrows consecutively with the first two shots each dealing 100 percent weapon damage while the last deals 125 percent weapon damage and causes knockback. Cooldown is 20 seconds and upgrades include Rapid Accuracy where the ability’s cooldown is reduced by 50 percent if all three shots hit the same enemy; and Final Blow which causes the third shot to deal an additional 25 percent damage.
- Penetrating Shot (Hunter) – Fire an arrow that penetrates a target and keeps going for 100 percent. Deals 150 percent weapon damage with an 18 second cooldown. Upgrades include Blood Soaked Arrow which increases damage by 10 percent with each hit (up to 50 percent max damage); and Deep Strike which deals 20 percent more damage to enemies at a distance of 20 meters or more.
Next, let’s look at all of the passive skills for the Bow.
- Dodge and Weave (Skirmisher) – Gain Haste for two seconds after dodging.
- Closing In (Skirmisher) – Bow ability recharge rate reduced by 5 percent when hitting an enemy with health below 50 percent.
- Evasive Tactics (Skirmisher) – Deal 20 percent additional damage for five seconds after dodging.
- Catch Me If You Can (Skirmisher) – When surrounded by three or more enemies within three meters, gain Haste.
- Impale (Skirmisher) – Hitting a full-health enemy inflicts Slow for two seconds.
- Hunter’s Insight (Skirmisher) – Debuffing an enemy grants five stamina.
- Mark (Skirmisher) – When an enemy has been debuffed, deal 10 percent more damage to them.
- Knee Shot (Skirmisher) – Slow an enemy for two seconds when shooting them in the leg.
- Archer’s Speed (Skirmisher) – When swapping to your Bow, gain Haste for five seconds. Cooldown is 10 seconds.
- Battle Precision (Skirmisher) – Duration of debuffs and damage over time effects lasts 20 percent longer.
- Concussion (Hunter) – Deal 20 percent more damage with headshots. Also gain a chance to retrieve your arrow.
- Aim True (Hunter) – Shooting arrow with Heavy Attack causes them to travel faster and deal 30 percent more damage.
- Opening Strike (Hunter) – Deal 20 percent more damage to full health enemies with Heavy Attacks.
- Arrow Range (Hunter) – Arrow distance before effects of gravity kick in is increased by 100 percent.
- Surprise Attack (Hunter) – Deal 20 percent more damage if you haven’t harmed an enemy for 10 seconds.
- Long Range (Hunter) – When an enemy is at least 10 meters away, deal 20 percent additional damage.
- Finishing Shot (Hunter) – Deal 20 percent additional damage to an enemy below 50 percent health.
- Unbreakable Focus (Hunter) – While aiming, take 10 percent reduced damage.
- Hawkeye (Hunter) – Heal for 10 percent damage dealt when performing a headshot.
- Bullseye (Hunter) – Critical chance for Bow shots increased by 10 percent.
As another ranged weapon, the Musket scales off of Dexterity first with Intelligence serving as a secondary stat. It’s a hitscan weapon, which means shots will immediately hit the target without having to worry about travel time like with an arrow’s projectiles. It has two trees – Sharpshooter for single target attacks and Trapper for traps and other crowd control abilities.
Let’s take a look at all of the active abilities first:
- Shooter’s Stance (Sharpshooter) – Enter a stance that causes shots to deal 100 percent weapon damage and reduces reload time by 75 percent. Mobility is zero though. Exit the stance after firing three shots. Cooldown is 20 seconds and upgrades include Shoot More which increases the number of shots that can be fired to five; and Marksman where all Musket cooldowns are reduced by 25 percent if three shots hit the same enemy.
- Powder Burn (Sharpshooter) – Fire a shot that deals 110 percent weapon damage and inflicts Burn for nine seconds which deals 20 percent weapon damage per second. This doesn’t stack with other overload shoots. Upgrades include Backdraft where normal shots deal 12 percent more damage on a burning target; and Chronic Trauma which extends Burn duration to 13 seconds on headshot.
- Power Shot (Sharpshooter) – Fire a shot that that deals 150 percent weapon damage with a cooldown of 15 seconds. Upgrades include Initial Engagement which grants Empower on hit for five seconds for 10 percent more damage; First Blood which deals 10 percent more damage on enemies at full health; and Bullseye where headshots reduce the ability’s cooldown by 15 percent.
- Stopping Power (Trapper) – Fire a shot after overloading the weapon, dealing 120 percent weapon damage. Enemy is staggered and knocked back by three meters. Cooldown is 18 seconds. Upgrades include Lasting Impression where enemies are Exhausted when hit, having their Stamina regen reduced by 10 percent for eight seconds; and Supplementary Repulsion where enemies are slowed by 10 percent for eight seconds.
- Sticky Bomb (Trapper) – Throw a bomb that sticks to an enemy or surface and explodes after three seconds in a three meter radius. Deals 175 percent weapon damage to all targets within 3.0 meters. Upgrades include Unflinching Walk that grants 40 stamina when dealing damage; and Sticky Slow where direct hits slow an enemy by 15 percent for three seconds.
- Traps (Trapper) – Throw a trap which Roots an enemy when triggered, immobilizing them for three seconds. Duration of the trap is 20 seconds and its cooldown is 20 seconds. Upgrades include Trapped Damage which applies Rend to targets, increasing damage dealt by 20 percent for three seconds; Scent of Blood where damage inflicted on a trapped enemy regenerates 100 percent weapon damage as health; and Double Trap which allows for having two traps active.
The passive abilities for the Musket are as follows:
- Called Shot (Sharpshooter) – When aiming down sights for more than three seconds, increase Musket damage by 5 percent.
- Called Shot Resupply (Sharpshooter) – Reduce all Musket ability cooldowns by 10 percent when hitting headshots with Standard attacks.
- Greater Accuracy (Sharpshooter) – Removes accuracy penalty when firing from the hip.
- Critical Reload (Sharpshooter) – Hitting three headshots within five seconds of each will instantly reload the weapon.
- Empowering Headshot (Sharpshooter) – Gain Empower for 10 increased damage for five seconds after a headshot.
- Ballistic Advantage (Sharpshooter) – When firing at enemies that are more than 50 meters away, damage falloff from Standard shots is removed.
- Sniper (Sharpshooter) – Aimed shots gain a 3x zoom which can be activated by scrolling up on the Mouse Wheel (down to zoom out). Headshots also deal 15 percent more damage.
- Heightened Precision (Sharpshooter) – Aiming and successfully hitting a target grants 2.5 damage increased damage (stacks up to six times). Ends when you stop ADSing or take more than five seconds between each shot.
- Hit Your Mark (Sharpshooter) – Headshot and critical hit damage is increased to a maximum of 15 percent when hitting a target up to 100 meters away. Decreases as the target closes the distance and doesn’t ignore damage fall-off.
- Kick ’em When They’re Down (Trapper) – Enemies with an active crowd control effect receive 10 percent more damage from your attacks.
- Weakened Defense (Trapper) – When firing normal shots at enemies blocking with shields, stamina damage is increased by 50. Also increases armor penetration to enemies that aren’t blocking.
- Empowering Weakness (Trapper) – Empower is granted when hitting an enemy with an active debuff, increasing damage dealt by 5 percent for five seconds.
- Hustle (Trapper) – After dodging, gain Haste for three seconds.
- Salt On The Wounds (Trapper) – Deal 10 percent more damage to enemies below 30 percent health
- Back It Up (Trapper) – When an enemy is within eight meters of you, movement speed is increased by 10 percent (also applies to strafing).
- Tactical Reload (Trapper) – Reloads the weapon after dodging. Triggers once every six seconds.
- Energy Burst (Trapper) – When damaging an enemy with an active debuff, five stamina is restored.
- Lethal Combo (Trapper) – Enemies affected by a Trapper status effect take 20 percent more damage from your Musket.
The first of several magic weapons, the Fire Staff is, as the name indicates, excellent for setting targets on fire and applying the Burn status. It scales off of Intelligence alone and has two trees – Fire Mage and Pyromancer, which each offer different kinds of fire damage. Spells consume Mana when used. Let’s take a look at all of the active abilities for the Fire Staff:
- Pillar of Fire (Fire Mage) – Deal 134 percent weapon damage with a fire spell. Costs 15 Mana with a cooldown of 10 seconds. Its upgrades include First Strike which deals 40 percent additional damage to full health enemies; and Arson’s Advantage which restores 10 percent of max Mana per enemy hit.
- Fireball (Fire Mage) – Hurl a fireball that causes 140 percent weapon damage on impact. It leaves a three meter burning area that deals 10 percent weapon damage per second for six seconds. Costs 25 Mana and has a 15 second cooldown. Its upgrades include Scorched Earth which increases burning field duration to nine seconds; and Catch which causes direct hits with the ability to restore 10 percent of max Mana and reduce Fire Staff cooldowns by 7 percent.
- Meteor Shower (Fire Mage) – Summon meteors on to enemies. Deal 34 percent weapon damage on the initial hit with enemies remaining in the affected area taking 20 percent additional weapon damage per second. When fully cast, consumes 30 Mana and has a cooldown of 18 seconds. Upgrades include Immolation where the initial hit restores one percent of your max Mana for each enemy hit; Fiery Determination which adds Grit when casting the spell; and Judgment of Helios where all follow-up hits will deal 25 percent weapon damage.
- Incinerate (Pyromancer) – Create an explosion that pushes enemies back by three meters and deals 130 percent weapon damage. Enemies are burned for 3 percent weapon damage each second for six seconds. Cost is 22 Mana and cooldown is 12 seconds. Its upgrades include Scorched where each hit adds another Burn stack; Cauterize Wounds where 20 percent of damage dealt is restored as health; and Flame out! which causes the ability to hit twice.
- Burn Out (Pyromancer) – Dash through enemies, causing 129 percent weapon damage on hit and applying Burn that deals 10 percent weapon damage per second for eight seconds. Cost is 30 Mana and cooldown is 20 seconds. Upgrades include All In which reduces all Fire Staff cooldowns by 5 percent for each enemy hit; and Heat it Up! which increases Burn Out’s distance by 50 percent.
- FlameThrower (Pyromancer) – Emit a stream of fire that deals 34 percent weapon damage per second. For each hit, enemies are burned for 3 percent weapon damage for six seconds. Cost is 4 Mana per second with a cooldown of eight seconds. Upgrades include Fire’s Reach which increases range by 50 percent; Infernal Flames which increases the ability’s base damage by 25 percent; and Pyro Dancer which removes FlameThrower’s cooldown.
Now let’s take a look at all of the passive abilities for the Fire Staff:
- Clear Mind (Fire Mage) – Gain Empower for 10 percent increased damage while above 50 percent max Mana.
- Spellslinger (Fire Mage) – Gain 15 percent additional crit chance for abilities.
- Clear Casting (Fire Mage) – Deal 10 percent additional damage if you haven’t been damaged for three seconds.
- Flare (Fire Mage) – Mana is no longer consumed when using Heavy Attacks.
- Runes of Helios (Fire Mage) – When using a fire spell, a rune measuring two meters is created on the ground. This increases spell damage by 30 percent and lasts for seven seconds (with a cooldown of 30 seconds).
- Spell Focus (Fire Mage) – Restore five percent of max Mana with a Heavy Attack.
- Fiery Restoration (Fire Mage) – Reduce cooldowns of Fire Staff by 10 percent with each Heavy Attack.
- Singe (Fire Mage) – Apply Burn for 3 percent weapon damage per second for six seconds when dealing a Critical hit.
- Pyromania (Pyromancer) – Increases damage by 20 percent when holding the Fire Staff and below 50 percent max health.
- Trial by Fire (Pyromancer) – Create a field of fire when struck that deals 5 percent weapon damage to enemies within a four meter radius. Lasts for 10 seconds and has a cooldown of 120 seconds.
- Kindle (Pyromancer) – Burns last for 20 percent longer.
- Watch it Burn (Pyromancer) – Burn enemies for 3 percent weapon damage per second for six seconds with Light attacks.
- Let it Burn (Pyromancer) – Gain Fortify for two seconds when applying Burn damage.
- Heat Up (Pyromancer) – Restores 5 percent max Mana when blocking a melee attack.
- Combat Speed (Pyromancer) – Gain Haste for five seconds when using a Fire Staff ability. Has a cooldown of 10 seconds.
- Reheat (Pyromancer) – Mana regeneration is increased by 400 percent when going for six seconds without using a Fire Staff ability.
The Life Staff scales primarily off of Focus and is primarily used for healing and support. Its two trees are Healing and Protector – let’s take a look at the active abilities from both below:
- Sacred Ground (Healing) – Creates an area that heals for 20 percent weapon damage every second for 15 seconds, costing 15 Mana overall. Cooldown is 20 seconds and its upgrades include Holy Ground where stamina and Mana regenerate 100 percent faster when standing in the spell’s area; and Blessed which increases all healing for allies inside the area by 50 percent.
- Divine Embrace (Healing) – Heals target for 150 percent weapon damage and consumes 25 Mana. Has a six second cooldown. Upgrades include Privilege which reduces Mana cost to 20; Shared Struggle where healing an ally that’s below 50 percent HP will heal another that’s within an eight meter distance for the same; and Rebound where if the second target benefiting from Shared Struggle is below 50 percent health, then a third ally within eight meters is also healed.
- Splash of Light (Healing) – All allies within 100 meters and the caster are healed for 50 percent weapon damage. Consumes 15 Mana and has a 15 second cooldown. Upgrades include Shared Recovery where healing an ally below 50 percent health will recover three percent of Max Mana; and Purify which causes a debuff to be removed.
- Beacon (Protector) – Fire a projectile that deals 146 percent weapon damage and heals allies in close proximity for 20 percent weapon damage per second for 10 seconds. Costs 10 Mana and has a 35 second cooldown. Upgrades include Infused Light which increases the spell’s area of effect by 50 percent; Radiance’s Blessing which causes the Beacon to last five more seconds; and Speed of Light which adds Haste for three seconds when healing an ally.
- Light’s Embrace (Protector) – Heals an ally for 100 percent weapon damage and an additional 30 percent for each buff on them. Costs 18 Mana with a cooldown of four seconds. Its upgrades include Inspire where healing a target also grants them 25 Stamina; Connection which grants one percent of max Mana for each buff on the target; and Magnify which increases the duration of Life Staff buffs by two seconds.
- Orb of Protection (Protector) – An offensive projectile that deals 146 percent weapon damage. When hitting an ally, it heals them for 10 percent weapon damage and grants Fortify for 20 seconds. Consumes 16 Mana and has a cooldown of 10 seconds. Its upgrades include Protector’s Blessing which adds Recovery when hitting an ally, healing 7.5 percent weapon damage per second for 10 seconds; Shared Protection where healing an ally with the spell will also confer Fortify and Recovery unto you; and Aegis which heals all allies in a three meter radius when the Orb hits.
Now let’s take a look at all of the passive abilities for the Life Staff:
- Intensify (Healing) – Increase healing by 10 percent for 10 seconds (which stacks up to three times) when performing Heavy attacks.
- Divine Blessing (Healing) – After healing an ally that’s below 50 percent health, heal them for an additional 30 percent.
- Desperate Speed (Healing) – Life Staff ability cooldowns reduced by 10 percent when healing an ally that has less than 50 percent health. This effect can only be triggered every five seconds.
- Revitalize (Healing) – When a Light attack hits a targets, all cooldowns are reduced by five percent.
- Absolved (Healing) – Light and Heavy attacks with the Life Staff no longer cost Mana.
- Mending Touch (Healing) – Heavy attacks remove one debuff when passing through an ally.
- Blissful Touch (Healing) – When Light attacks pass through an ally, they’re healed for 20 percent weapon damage.
- Sacred Protection (Healing) – Increases amount of healing by five percent for your group while holding the Life Staff.
- Enchanted Justice (Healing) – After taking damage, a four meter healing aura is created for you and your allies that heals for 10 percent weapon damage per second for six seconds. Has a cooldown of 120 seconds.
- Balance (Protector) – Gain Haste for five seconds when taking damage while below 50 percent health. Cooldown is 20 seconds.
- Bend Light (Protector) – Your healing is 20 percent more effective after dodging for five seconds.
- Defensive Light (Protector) – Blocking a melee attack regenerates five percent of your max Mana.
- Glowing Focus (Protector) – Gain 20 percent duration for any buffs you cast.
- Spirits United (Protector) – Mana regeneration increased by three percent for you and your group.
- Protector’s Touch (Protector) – When hitting an enemy with Light or Heavy attacks, gain 15 percent Fortify for three seconds.
- Protector’s Strength (Protector) – Heal for 10 percent more if you have a buff.
The Ice Gauntlet is, as you’d expect, another magic weapon that scales only off of Intelligence. It has two trees – Ice Tempest which focuses on slowing enemies and AoE spells and Builder which creates an Ice Pylon that can attack and debuff enemies while also buffing you. Let’s take a look at the active abilities for the weapon below.
- Ice Storm (Ice Tempest) – Create a five meter area that deals 17 percent weapon damage every 0.25 seconds for five seconds. Has a 20 meter range and slow enemies within the area by 25 percent. Cost is 25 Mana with a cooldown of 20 seconds. Upgrades include Weakening Gust where damage is increased by 10 percent to enemies within the Ice Storm that are below 50 percent HP for three seconds; Storm Summoner which decreases the cost of the ability by 80 percent when your Mana is full; and Punishing Storm which increases damage dealt for each foe within the area of the ability.
- Wind Chill (Ice Tempest) – Fire freezing winds that deal 16 percent weapon damage with each hit and push foes back by five meters. Has a range of seven meters with the last two meters dealing 20 percent increased damage without knocking back enemies. Costs 20 Mana with a 15 second cooldown but the player can move during the ability. Upgrades include Enduring Chill which increases the ability’s duration by one second; and Chilling Blast which increases damage dealt by the last two meters by 25 percent.
- Ice Spikes (Ice Tempest) – Send out ice spikes that travel eight meters in a line and deal 56 percent weapon damage. A large spike is create at the end that pushes back foes and deals 157 percent weapon damage. Can also cause the large spike to generate early by pressing Left Mouse Button during the spell. Costs 15 Mana and has a 10 second cooldown. Its upgrades include Refreshing Spikes which decreases the spell’s cooldown by 10 percent for every foe hit by the large spike; Empowered Spikes which increases damage dealt by the large spike by 20 percent against foes below 30 percent HP; Deadly Path which increases damage dealt by the spikes (not the large spike) by 10 percent adds Stagger; and Spiky Reach which causes shards to fire from the large spike, traveling six meters and dealing 118 percent weapon damage.
- Ice Shower (Builder) – Create a four second long ice shower that creates a one by five meters frosted area that hits enemies with Frostbite (rooting them for one second, slowing them by 50 percent and nullifying sprinting and dodging). The effect lasts for three seconds after leaving the area. Costs 25 Mana with a cooldown of 20 seconds. Upgrades include Enduring Shower which extends the spell to last seven seconds; Quick Shower which grants a 25 percent speed boost for two seconds when you or an ally enters the area; and Frigid Showers where Frostbite also applies Rend, reducing enemy defense by 10 percent.
- Entombed (Builder) – Create an ice tomb that lasts 10 seconds and grants invulnerability while also greatly increasing Mana regeneration. Though it can be destroyed, it can also be canceled by either pressing Right Mouse Button or Left Mouse Button, the latter causing a knockback that deals damage for 20 Mana. Costs 10 Mana and has a cooldown of 30 seconds. Its upgrades include Strengthened Tomb which increases defense by 25 percent for three seconds upon exiting Entombed; and Cleansing Tomb which cleanses all debuffs during the ability.
- Ice Pylon (Builder) – Deploy an Ice Pylon that fires projectiles dealing 50 percent weapon damage to foes in a 20 meter range. Also creates one meter frost area that allows for frost powers. Lasts 15 seconds or until it’s destroyed with a 15 Mana cost and 10 second cooldown. Its upgrades include Greater Pylon which increases damage dealt by 10 percent on slowed enemies; Pylon Regen which regenerates to full health five seconds after it takes damage; Pylon Dodge which increases its fire rate for three seconds when you dodge with full stamina; Pylon Refresh which extends the Pylon’s duration by one second when it hits an enemy; and Ultimate Frost which doubles its health and extends the frost radius to five meters while also doubling the Quick Frost and Empowered Frost bonuses.
Here are all of the passive abilities for Ice Gauntlet:
- Heavy Freeze (Ice Tempest) – When an enemy is in Ice Storm or afflicted with Frostbite, freeze them for one second with a Heavy attack.
- Gathering Storm (Ice Tempest) – Gain 15 Mana when scoring three Light attacks in a row.
- Cold Reach (Ice Tempest) – 15 percent increased damage of Light and Heavy attacks against enemies that are more than 15 meters away.
- Critical Frost (Ice Tempest) – When hitting foes in a frosted area or suffering from Frostbite, gain 20 percent increased critical chance.
- Ultimate Chill (Ice Tempest) – Using ice abilities chills enemies, increasing ice damage by 35 percent for three seconds.
- Critical Rejuvenation (Ice Tempest) – After a critical hit on an enemy, recover 15 Mana.
- Energized Critical (Ice Tempest) – Critical damage of Ice spells is increased by 15 percent when stamina is full.
- Refreshing Frost (Builder) – When casting abilities in a frosted area, reduce all active ice ability cooldowns by 20 percent.
- Blocking Stamina (Builder) – Convert three Mana to 15 stamina when blocking hits with the Ice Gauntlet.
- Frozen Touch (Builder) – At full health, when hit with a melee attack, slow enemies by 25 percent for two seconds.
- Defiant Freeze (Builder) – Gain 20 percent Fortify for two seconds when casting an ice ability.
- Quick Frost (Builder) – Gain 10 percent increased speed in a frosted area.
- Empowered Frost (Builder) – Each spell cast in a frosted area regenerates three Mana.
Finally, there’s the recently added Void Gauntlet. It deals Void damage and scales with Intelligence primarily (with Focus serving as a secondary scaling stat). Unlike other magic weapons, holding Block will activate Harvest Essence to recover Mana at the cost of one’s life (the rate which scales with weapon damage). Its two trees are Annihilation and Decay, the former focusing on melee combat and critical hits while the latter is focused on debuffing foes and healing. Let’s take a look at all of the active abilities here:
- Void Blade (Annihilation) – Create a Void energy blade that can execute melee attacks. Normal attacks deal 100 percent weapon damage – holding down the button executes a thrust for 150 percent weapon damage. Both inflict Disintegrate which stacks up to three times and deals five percent weapon damage per second for 15 seconds while reducing enemy damage absorption by five percent for eight seconds. Costs 20 Mana and has a cooldown of 25 seconds. Upgrades include Fortified Blade, which grants Fortify for five seconds; Vicious Void which causes attacks with Void Blade to deal 10 percent more critical damage; and Leeching Blade where thrust attacks heal for five percent weapon damage per Disintegrate stack (and which scales with Focus).
- Petrifying Scream (Annihilation) – Attack with a five meter Void scream that staggers enemies and roots them for two seconds. Also deals 100 percent weapon damage with a 25 Mana cost and 15 second cooldown. Upgrades include Bone-chilling Voice which increases the duration of the Root debuff by one second on enemies below 50 percent HP; and Fortifying Echoes which grants Fortify for each enemy hit (stacks up to 3 times) for 10 seconds.
- Oblivion (Annihilation) – Create a five meter circle of Void energy at your location that deals 30 percent weapon damage per second for six seconds. Also grants Empower to yourself and allies. Costs 30 Mana and has a cooldown of 20 seconds. Its upgrades include Withering Oblivion where enemies attack within the circle suffer from Weaken and deal five percent less damage for five seconds (stacks up to three times); and Invigorating Oblivion which grants 15 stamina per second for you and your allies within the circle.
- Orb of Decay (Decay) – Fires an orb that passes through foes, inflicting Disintegrate for eight seconds (stacking up to three seconds). The orb is unblockable and upon reaching max range, it becomes a healing orb that returns and heals allies for 20 percent weapon damage per second for five seconds (healing scales with Focus). Costs 20 Mana and has a 15 second cooldown. Its upgrades are Draining Orb which five percent Mana is regenerated per enemy hit; Slowing Orb which slows enemies and slows their movement speed by 30 percent for three seconds; and Detonating Orb where pressing the ability’s input again will detonate the orb, either damaging foes for 100 percent weapon damage and applying Disintegrate or healing allies for 70 percent weapon damage (healing scales with Focus).
- Essence Rupture (Decay) – Projectile that causes Essence Rupture which heals allies that hit the affected enemy for 20 percent of non-DoT damage dealt. Costs 25 Mana and has a cooldown of 20 seconds. Its upgrades include Invigorating Rupture where players receive 15 Stamina when attacking the affected enemy; and Overflowing Essence which heals allies within four meters of the enemy for 80 percent of weapon damage when Essence Rupture is over.
- Baleful Tether (Decay) – Tethers you to an enemy, weakening it and granting Empower to the player by four percent per second for 10 seconds. The spell ends if the enemy moves more than 15 meters away. Cost is 25 Mana with a cooldown of 25 seconds. Upgrades include Tethered Refresh where hits against the tethered foe reduces Void Gauntlet cooldowns by five percent; Tethered Focus which grants 100 percent Mana regen when the tether is active; and Soul Eater where 80 percent weapon damage is regained as health upon slaying the tethered enemy (scales with Focus).
Next, let’s look at the passive abilities for the Void Gauntlet:
- Voidcaller (Annihilation) – After hitting an enemy with an ability, gain a Void Essence stack. Upon reaching six stacks, all stacks are consumed and grant a five second long, three meter aura that heals you and your allies for 30 percent weapon damage while also dealing 30 percent damage per second to enemies inside of it. Has a cooldown of 20 seconds; healing scales with Focus.
- Empowering Proximity (Annihilation) – Casting abilities within five meters of an enemy grants Empower for 10 percent additional damage. Stacks up to three times and lasts five seconds.
- Leeching Agony (Annihilation) – Critical hits grant health equal to 15 percent damage dealt.
- Refreshing Frailty (Annihilation) – When hitting enemies affected three or more debuffs, gain five percent cooldown reduce on all abilities.
- Keen Confidence (Annihilation) – Gain 10 percent critical chance when above 50 percent health.
- Keen Humility (Annihilation) – When all abilities are on cooldown, gain 10 percent critical chance.
- Refreshing Precision (Annihilation) – Critical hits grants 10 percent cooldown reduction for all abilities.
- Forsaken Pact (Annihilation) – Gain 10 percent additional damage when+10.0% damage while below 50% Mana.
- Efficient Harvest (Annihilation) – Health drain from Harvest Essence is reduced by 50 percent when Mana drops below 25 percent.
- Glimpse of the Void (Decay) – With each ability hit, gain a Void Essence stack. At four or more stacks, the next Heavy ranged attack that hits an enemy will reset all Void Gauntlet cooldowns instantly. Removes all stacks in the process and has a 15 second cooldown.
- Deadly Range (Decay) – Heavy ranged attacks on enemies that are more than eight meters away deal 10 percent more damage.
- Radiant Efficiency (Decay) – When above zero Mana, Mana costs are reduced by 25 percent.
- Leeching Bolts (Decay) – If an enemy is below 50 percent health, then healing gained from Heavy ranged attacks against them is increased by an additional 30 percent of damage dealt.
- Fervent Thirst (Decay) – For each Light ranged attack on targets debuffed by the Void Gauntlet, recharge five percent Mana.
- Refreshing Harvest (Decay) – When using Harvest Essence, cooldowns are reduced by 10 percent per second.
- Mending Evasion (Decay) – When at max Mana, dodging restores health for 80 percent of weapon damage (scales with Focus). Has a 20 second cooldown.
- Extended Suffering (Decay) – Extends the duration of non-crowd control debuffs by 10 percent with successful Heavy ranged attacks.