Strength top
Trait | Description | ||
Tier: Adept | |||
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Damage foes at the end of a dodge roll. | ||
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10 | Movement skills grant stability when used. | |
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Using a heal skill grants might. | ||
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Deal increased strike damage. Physical skills further increase all outgoing strike damage for a period of time. | ||
Tier: Master | |||
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Burst skills restore endurance on hit. | ||
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Stuns, dazes, knockbacks, pulls, pushes, and launches inflict bleeding and weakness. | ||
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Gain power and a chance to gain might on critical strike. Double these bonuses while wielding a greatsword or underwater spear. Greatsword and underwater spear skills recharge faster. | ||
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Gain vitality and ferocity based on a percentage of your power. | ||
Tier: Grandmaster | |||
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Might applied to you grants more power. Your critical-hit chance is increased. | ||
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Gain increased strike damage when you use a burst skill; this damage increase is based on your adrenaline. | ||
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Gain health and endurance whenever you apply might to yourself. | ||
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¼ | Gain quickness when you disable an enemy. While you have quickness, your movement speed is increased. This stacks with other movement speed increases. |
Arms top
Trait | Description | ||
Tier: Adept | |||
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4 | Gain fury when you swap weapons. Fury gives an increased critical chance. | |
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Gain expertise based on your precision. | ||
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Signets grant a stacking ferocity boon on use. Cast Lesser Signet of Might when striking a foe below the health threshold. | ||
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1 | Gain fury and adrenaline when you immobilize or disable a foe. | |
Tier: Master | |||
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Gain condition damage when you have fury. You have increased chance to critically strike against bleeding foes. | ||
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Increased critical-hit chance against disabled or defiant foes. Disables include stun, daze, knock back, pull, knock down, sink, float, launch, taunt, and fear. | ||
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Burst skills inflict vulnerability if they hit and inflict additional vulnerability if the attack is a critical hit. Can only occur once per interval per target for multihit burst skills. | ||
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Gain expertise. Gain condition damage while wielding a sword. Sword skills gain reduced recharge. | ||
Tier: Grandmaster | |||
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You have a chance to inflict bleeding on critical hits, and bleeds that you apply last longer. | ||
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Burst skills have an increased critical chance. Gain bonus critical-hit chance and ferocity for a duration when you hit with a burst skill. Duration is based on adrenaline spent. | ||
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Critical hits grant bonus adrenaline and gain a stacking condition damage effect. | ||
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Attack speed is increased when wielding a main-hand weapon in your offhand. |
Defense top
Trait | Description | ||
Tier: Adept | |||
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Gain protection when you use a healing skill. | ||
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Reflect missiles whenever you are blocking. Gain adrenaline when you block an attack or reflect a missile. | ||
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10 | Reduce the duration of movement-impeding conditions and gain regeneration when you are affected by one of these conditions. | |
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Deal increased strike damage to weakened foes. Burst skills inflict weakness. Can only occur once per interval per target for multihit burst skills. | ||
Tier: Master | |||
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Gain health based on adrenaline spent. | ||
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Cast Lesser Endure Pain when you use an elite skill. | ||
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Gain resistance when you dodge. | ||
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Hammer and mace skills deal increased damage when striking a disabled or defiant foe. Gain adrenaline when you disable a foe. Disables include stun, taunt, daze, knockback, pull, knockdown, sink, float, fear, and launch. |
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Tier: Grandmaster | |||
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15 | Gain resolution when you block or are struck by a critical hit. Strike damage taken is reduced by a percentage while you have resolution. | |
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Stances grant vigor and barrier when activated, and they have increased duration. | ||
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Gain adrenaline when hit. Remove a condition when you hit with a burst skill, then remove an additional condition for every bar of adrenaline spent. | ||
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¼ | Gain stability when you disable a foe. Deal increased strike damage while you have stability. |
Tactics top
Trait | Description | ||
Tier: Adept | |||
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Periodically gain Soldier's Focus. Hitting with a burst skill expends Soldier's Focus to grant might to nearby allies. | ||
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12 | Immobilize a target when you cripple them with a skill. Deal increased strike damage to foes affected with movement-impairing conditions. | |
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Soldier's Focus heals affected allies and grants them protection. | ||
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Warhorn skills apply additional boons. Your concentration is increased. | ||
Tier: Master | |||
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Deal increased strike damage for every boon on you. | ||
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Deal increased strike damage to foes above the health threshold. Also deal more damage to foes with barrier. Damage bonuses do not stack. | ||
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25 | Use "Shake It Off!" when you use a healing skill. Removing a damaging condition from an ally heals them. | |
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10 | While you are in combat, grant might to yourself and nearby allies each interval. | |
Tier: Grandmaster | |||
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Applying might to an ally heals you. | ||
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4 | Soldier's Focus grants boons to affected allies and removes conditions from them. Refresh Soldier's Focus when you swap weapons. | |
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Shout skills heal allies. Gain healing power based on your power. | ||
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When you grant yourself might, grant it to nearby allies as well. |
Discipline top
Trait | Description | ||
Tier: Adept | |||
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4 | Gain adrenaline on weapon swap. | |
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Your longbow, rifle, and harpoon gun weapon skill 1 attacks are enhanced. | ||
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Run faster while wielding melee weapons, and deal increased strike damage while you have swiftness. Movement skills break immobilization when used. | ||
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Increase your incoming healing effectiveness and healing to other allies. | ||
Tier: Master | |||
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Weapon-swapping recharges faster. | ||
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Banners grant resolution to allies when they are dropped. Pulsing boons applied through banners last longer. | ||
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Deal increased strike damage per boon on your target. | ||
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4 | Remove conditions when you swap weapons. | |
Tier: Grandmaster | |||
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4 | Gain might on weapon swap. Burst skills gain reduced recharge. | |
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Gain ferocity. Gain additional ferocity when wielding an axe. Axe skills gain reduced recharge and grant adrenaline when critically striking. | ||
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12 | Gain quickness and recharge your Burst skills when you strike a foe that is below the health threshold. Gain increased outgoing healing when you strike with a Burst skill, based on adrenaline spent. | |
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Burst skills deal more damage, grant swiftness, and restore a portion of adrenaline spent. |
Berserker Elite Specialization top
Trait | Description | ||
Tier: Adept | |||
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Gain access to berserk mode and primal bursts. | ||
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When you hit with a Primal Burst skill, extend the duration of your berserk. Critical-hit chance is increased while berserk. | ||
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When you use a rage skill, inflict burning on nearby enemies. | ||
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Activating berserk mode breaks stuns. Reduce incoming damage for a period of time when entering berserk mode. | ||
Tier: Master | |||
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Gain a burst of speed when entering berserk mode. | ||
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A percentage of precision is given as a bonus to ferocity and a percentage of power is given as a bonus to condition damage. These bonuses are doubled in berserk mode. | ||
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Grant boons to nearby allies when you hit an enemy with a Burst skill. | ||
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Gain Blood Reckoning when entering berserk mode. | ||
Tier: Grandmaster | |||
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Berserk mode increases power and condition damage. | ||
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Deal increased strike damage while in berserk mode. Gain resistance when entering berserk mode. | ||
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15 | Increase the duration of burning you apply. Gain fire aura when you critically hit an enemy. Berserker skills detonate fire aura, damaging and burning nearby foes. | |
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Gain stability and endurance when entering berserk mode. Traits that trigger when entering berserk mode also trigger when exiting berserk mode. You can now exit berserk mode early. |
Spellbreaker Elite Specialization top
Trait | Description | ||
Tier: Adept | |||
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Maximum adrenaline is capped at 2 bars, and only level 1 bursts are available. Gain access to the Full Counter burst and Meditation skills. | ||
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Deal increased critical-hit damage. This bonus is doubled against boonless foes. | ||
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Gain protection after a successful Full Counter. | ||
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Dazes and stuns inflict immobilize. | ||
Tier: Master | |||
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Dazes, stuns, pulls, knockdowns, knockbacks, and launches remove boons. | ||
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Removing boons from a foe deals damage and gives you adrenaline. | ||
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Full Counter applies cripple and slow. | ||
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5 | Gain bonuses for each dagger you equip: Main hand - Strike damage is increased versus foes with no boons. Off hand - Heal for a percent of your outgoing strike damage. |
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Tier: Grandmaster | |||
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Gain Insight when disabling foes or removing boons. Full Counter refreshes all burst skills on hit. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt and fear. | ||
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1 | Removing a boon from a foe causes all nearby foes to lose additional boons. | |
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Full Counter deals additional damage and grants resistance. Copy conditions on yourself to targets you hit with Full Counter. | ||
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12 | Hitting with a burst skill casts Magebane Tether on your target if they are within range. |
Bladesworn Elite Specialization top
Trait | Description | ||
Tier: Adept | |||
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Gain access to the Gunsaber as an alternate weapon set, but lose the ability to swap to other weapon sets during combat. Adrenaline is replaced with flow. | ||
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5 | Incoming healing increased. Healing yourself increases flow rate. Regeneration effects do not trigger flow rate increase. |
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5 | Movement skills grant swiftness and increase flow rate. | |
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4 | Swapping weapons strikes all nearby foes. Will not activate out of combat unless an enemy is within range. |
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Tier: Master | |||
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15 | Gain boons when entering Dragon Trigger. | |
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Using the final round of ammo on an ammunition skill grants barrier. | ||
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Gain increased strike damage for each round of ammunition spent. | ||
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1 | Using the first round of ammo on an ammunition skill reduces the recharge of all warrior skills. Does not affect the recharge of Unsheathe Gunsaber, Sheathe Gunsaber, and Dragon Trigger. |
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Tier: Grandmaster | |||
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Gain ferocity for a short duration when you hit with an explosion. This effect stacks duration. | ||
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Dragon Slash heals you for a percentage of the damage dealt. Gain protection whenever you convert flow into charges. | ||
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Dragon Slash becomes unblockable and ignores blindness. Gain might whenever you convert flow into charges. | ||
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Dragon Slash has a lower maximum charge level and consumes more flow per charge, but its damage per charge is increased. Grant alacrity to nearby allies when you use Dragon Slash. |