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Name Description Tier Item
Exhilarate I +11% damage while all of your active weapon abilities are on cooldown. I
Cruel I +8% damage against targets affected by Crowd Control effects (Slow, Stun, Root). I
Gambit I +4% damage while your Stamina is not full. I
Rally I +6% damage and outgoing healing while at full Health. I
Abyssal Ward I +2.5% Void Damage Absorption. I
Fire Ward I +3% Fire Damage Absorption. I
Lightning Ward I +3% Lightning Damage Absorption. I
Arcane Ward I +3% Arcane Damage Absorption. I
Ice Ward I +3% Ice Damage Absorption. I
Nature Ward I +3% Nature Damage Absorption. I
Slash Ward I +1.8% Slash Damage Absorption. I
Strike Ward I +2% Strike Damage Absorption. I
Thrust Ward I +2% Thrust Damage Absorption. I
Physical Ward I +1% Physical Damage Absorption. I
Wilderness Ward I +0.75% Physical and +0.25% Elemental Damage Absorption. I
Elemental Ward I +1% Elemental Damage Absorption. I
Spectral Ward I +0.75% Elemental and +0.25% Physical Damage Absorption. I
Plagued I Basic attacks inflict a stack of disease, reducing targets incoming healing by 1% and outgoing by 0.5% per stack for 3s (Max 10 Stacks). I
Plagued Ward I -2.5% Disease status effect duration I
Penetrating I +5% Armor Penetration. I
Hardened I +1% Physical and Elemental Armor. I
Empty Socket Attach a gem to add its effect.
Taunting I Taunts are active. Generate 150% more threat.
Taunting II Taunts are active. Generate 250% more threat.
Taunting III Taunts are active. Generate 300% more threat.
Taunting IV Taunts are active. Generate 350% more threat.
Calming I Generate 4% less threat. And deal 0.5% more damage to taunted foes.
Calming II Generate 6% less threat. And deal 1% more damage to taunted foes.
Calming III Generate 8% less threat. And deal 1.5% more damage to taunted foes.
Calming IV Generate 10% less threat. And deal 2% more damage to taunted foes.
Lucky I +0.25% chance at rare items from chests and monsters.
Lucky II +0.35% chance at rare items from chests and monsters.
Lucky III +0.45% chance at rare items from chests and monsters.
Lucky IV +0.5% chance at rare items from chests and monsters.
Leeching Taunt Generate 300% more threat. Heal for 3% of the damage you deal (2s cooldown).
Leeching Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Heal for 1% of the damage you deal (2s cooldown).
Energized Taunt Generate 300% more threat. +4 Stamina on hit (3s cooldown).
Energized Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +1 Stamina on hit (3s cooldown).
Siphoning Taunt Generate 300% more threat. +1.5 Mana on hit (2s cooldown).
Siphoning Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. +0.8 Mana on hit (2s cooldown).
Ignited Taunt Generate 300% more threat. Hits inflict Burn, dealing 8% Fire damage per second for 2s.
Ignited Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Fire attacks deal +2% damage.
Frozen Taunt Generate 300% more threat. Hits inflict Frostburn, dealing 8% Ice damage per second for 2s.
Frozen Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Ice attacks deal +2% damage.
Abyssal Taunt Generate 300% more threat. Hits inflict Corrosion, dealing 8% Void damage per second for 2s.
Abyssal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Void attacks deal +2% damage.
Electrified Taunt Generate 300% more threat. Hits inflict Surge, dealing 8% Lightning damage per second for 2s.
Electrified Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Lightning attacks deal +2% damage.
Arboreal Taunt Generate 300% more threat. Hits inflict Poison, dealing 8% Nature damage per second for 2s.
Arboreal Calm Generate 8% less threat and deal 1.5% more damage to taunted foes. Your Nature attacks deal +2% damage.
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