Loading Ad
Name Description Tier Item
Slash Ward III +3.8% Slash Damage Absorption. III
Strike Ward III +4% Strike Damage Absorption. III
Thrust Ward III +4% Thrust Damage Absorption. III
Physical Ward III +2% Physical Damage Absorption. III
Wilderness Ward III +1.5% Physical and +0.5% Elemental Damage Absorption. III
Elemental Ward III +2% Elemental Damage Absorption. III
Spectral Ward III +1.5% Elemental and +0.5% Physical Damage Absorption. III
Plagued III Basic attacks inflict a stack of disease, reducing targets incoming healing by 2% and outgoing by 1% per stack for 3s (Max 10 Stacks). III
Plagued Ward III -5% Disease status effect duration III
Penetrating III +10% Armor Penetration. III
Hardened III +2% Physical and Elemental Armor. III
Abyssal II Convert 50% of damage dealt to Void. If INT is higher, replace weapon scaling with INT, but at 55% scaling. II
Electrified II Convert 50% of damage dealt to Lightning. If INT is higher, replace weapon scaling with INT, but at 55% scaling. II
Empowered II Convert 50% of damage dealt to Arcane. If FOC is higher, replace weapon scaling with FOC, but at 45% scaling. II
Ignited II Convert 50% of damage dealt to Fire. If INT is higher, replace weapon scaling with INT, but at 55% scaling. II
Frozen II Convert 50% of damage dealt to Ice. If INT is higher, replace weapon scaling with INT, but at 55% scaling. II
Arboreal II Convert 50% of damage dealt to Nature. If FOC is higher, replace weapon scaling with FOC, but at 45% scaling. II
Brash II +15% damage against targets above 70% health. II
Opportunist II +10% damage against and +2% healing to targets below 50% Health. II
Retaliate II Gain a stack of +4% damage for 5s after blocking or taking a hit (Max 3 stacks). II
Exhilarate II +14% damage while all of your active weapon abilities are on cooldown. II
Cruel II +10% damage against targets affected by Crowd Control effects (Slow, Stun, Root). II
Gambit II +6% damage while your Stamina is not full. II
Rally II +9% damage and outgoing healing while at full Health. II
Abyssal Ward II +3.5% Void Damage Absorption. II
Fire Ward II +4% Fire Damage Absorption. II
Lightning Ward II +4% Lightning Damage Absorption. II
Arcane Ward II +4% Arcane Damage Absorption. II
Ice Ward II +4% Ice Damage Absorption. II
Nature Ward II +4% Nature Damage Absorption. II
Slash Ward II +2.8% Slash Damage Absorption. II
Strike Ward II +3% Strike Damage Absorption. II
Thrust Ward II +3% Thrust Damage Absorption. II
Physical Ward II +1.5% Physical Damage Absorption. II
Wilderness Ward II +1.1% Physical and +0.38% Elemental Damage Absorption. II
Elemental Ward II +1.5% Elemental Damage Absorption. II
Spectral Ward II +1.1% Elemental and +0.38% Physical Damage Absorption. II
Plagued II Basic attacks inflict a stack of disease, reducing targets incoming healing by 1.5% and outgoing by 0.75% per stack for 3s (Max 10 Stacks). II
Plagued Ward II -3.5% Disease status effect duration II
Penetrating II +8% Armor Penetration. II
Hardened II +1.5% Physical and Elemental Armor. II
Abyssal I Convert 50% of damage dealt to Void. If INT is higher, replace weapon scaling with INT, but at 45% scaling. I
Electrified I Convert 50% of damage dealt to Lightning. If INT is higher, replace weapon scaling with INT, but at 45% scaling. I
Empowered I Convert 50% of damage dealt to Arcane. If FOC is higher, replace weapon scaling with FOC, but at 35% scaling. I
Ignited I Convert 50% of damage dealt to Fire. If INT is higher, replace weapon scaling with INT, but at 45% scaling. I
Frozen I Convert 50% of damage dealt to Ice. If INT is higher, replace weapon scaling with INT, but at 45% scaling. I
Arboreal I Convert 50% of damage dealt to Nature. If FOC is higher, replace weapon scaling with FOC, but at 35% scaling. I
Brash I +12% damage against targets above 70% health. I
Opportunist I +7% damage against and +1% healing to targets below 50% Health. I
Retaliate I Gain a stack of +3% damage for 5s after blocking or taking a hit (Max 3 stacks). I
Loading Ad