Skill points per level, primary passives, actives and weapon skill tree
Your character starts with 1 skill point. Each level thereafter provides you with 2 additional skill points.
TODO: Confirm that the rest of the levels are still 2 points including level 25.
When it comes to spending these skill points, you will need to decide whether or not to go “wide” and get a bunch of skills, but not really max any of them out, or go “deep” by only going for a select few skills, but spending more skill points on them to max them out.
Note: There are not enough skill points to max out all your skills.
Primary skills (class abilities) are based on a player's primary archetype. Players can personalize their primary skills with augmentation from a secondary archetype.
Passive skills are used to augment weapons, armor, regeneration and other passive stats.
Increase the chance to block attacks by %. (Blocked attacks deal % reduced damage)
Rank 1 (2Pts): 20% Chance / 20% Damage Reduction
Rank 2: ?
Rank 3: ?
Generate an additional % of your maximum mana per second.
Rank 1 (2Pts): 1%
Rank 2: ?
Rank 3: ?
Increase the amount of healing received by %.
Rank 1 (2Pts): 10%
Rank 2: ?
Rank 3: ?
Regenerate an additional % of your maximum health per second.
Rank 1 (2Pts): 1.5%
Rank 2: ?
Rank 3: ?
Increase the chance for damaging and healing abilities to critically hit by %.
Rank 1 (2Pts): 5%
Rank 2: ?
Rank 3: ?
Increase maximum health by X.
Rank 1 (2Pts): 75 Points
Rank 2: ?
Rank 3: ?
Increase defense mitigation by %.
Rank 1 (2Pts): 4%
Rank 2: ?
Rank 3: ?
Increase physical evasion bonus by %.
Rank 1 (2Pts): 5%
Rank 2: ?
Rank 3: ?
Reduce all ability cooldowns by %.
Rank 1 (2Pts): 5%
Rank 2: ?
Rank 3: ?
Increase movement speed by %.
Rank 1 (2Pts): 5%
Rank 2: ?
Rank 3: ?
Active skills can be seen as combat skills. They are used to do damage, control targets, apply damage of time affects, etc.
Note: Cooldowns start when the ability is activated, not when it's animation stops.
Charge and deal damage to your target. (Rank 2: Reduce the target's attack damage temporarily. Rank 3: Knock down the target.)
Rank 1 (1Pts):
Damage Rating: 1.8
Cooldown: 14.5 Seconds
Mana Cost: 35 Mana
Rank 2 (1Pts):
Damage Rating: 2.2
Debuff: Reduce targets damage by 10(?)%.
Debuff Duration: 6 Seconds
Rank 3 (1Pts):
Duration: 2.5 Seconds
Note: Rank 2 increases the abilities damage. During pre-alpha testing some targets were able to resist the knock down effect without any visible signs of resistance. The knock down happens when damage is registered.
Plunge your weapon into an enemy to open a deep, bleeding wound that deals damage over time. (Rank 2: Increased bleed duration. Rank 3: Hitting an enemy with Lacerate already under its bleed effect will consume the bleed and deal 50% of the remaining damage instantly.)
Rank 1 (1Pts):
Damage Rating: 4.0
Cooldown: 6 Seconds
Mana Cost: 25 Mana
DoT Duration: 5 Seconds
Rank 2 (1Pts):
Damage Rating: 5.0
DoT Duration: 10 Seconds
Rank 3 (1Pts):
Damage Rating: ?
Added Effect
Note: Rank 2 increases the DoT damage. Rank 2 Damage Rating is higher because the DoT duration is longer, however you can only have 1 stack of bleed up at a time, thus the next hit will reset the DoT timer making the value somewhat less than expected. When using Lacerate at rank 3, the bleed stack is removed to deal extra damage, but a new stack is immediately placed on the target.
Pulls your target to your location. (Rank 2: Deals damage and generates a great amount of threat. Rank 3: Reduces cooldown by 5 seconds.)
Rank 1 (1Pts):
Cooldown: 28 Seconds
Mana Cost: 45 Mana
Rank 2 (1Pts):
Damage Rating: 1.1
Threat Multiplier: ?
Rank 3 (1Pts):
Damage Rating: 1.3
Cooldown: 23 Seconds
Note: Rank 1 does no damage. Rank 3 Damage Rating increase is due to the cooldown reduction.
Strikes enemies in front of you, then deal additional damage after a short delay to any targets that were initially struck. (Rank 2: The delayed hit deals additional damage. Rank 3: The delayed hit returns mana to yourself.)
Rank 1 (1Pts):
Damage Rating: 3.8
Cooldown: 12 Seconds
Mana Cost: 45 Mana
Additional Hit Delay: 1.5 Seconds
Rank 2 (1Pts):
Damage Rating: 4.7
Added Effect
Rank 3 (1Pts):
Added Effect
Note: The initial hit has to hit the target for the ability to work. Rank 3 mana recovery works if no target is hit.
Bash enemies in front of you twice. The second attack temporarily increases block chance. You must have a shield equipped to block. (Rank 2: Additional increased block chance. Rank 3: The second attack knocks down enemies.)
Rank 1 (1Pts):
Damage Rating: 3.3
Cooldown: 14 Seconds
Mana Cost: 35 Mana
Buff: +15% Physical/Magical Block Chance
Buff Duration: 8 Seconds
Rank 2 (1Pts):
Buff: +30% Physical/Magical Block Chance
Rank 3 (1Pts):
Duration: 2.5(?) Seconds
Note: Buff still activates even if you don't hit your target. Buff timer starts when the second hit animation starts. It is possible for the second hit to not happen, in which case the knockdown and buff will not happen. Ability is an 180 degree AoE hit. Due to Bulwark being an AoE, all targets hit by Rank 3 Bulwark have the same chance of being knocked down.
Throw your weapon at a target. (Rank 2: Bounces to two additional enemies. Rank 3: Explodes upon hitting the final target, dealing damage to enemies in the area.)
Rank 1 (1Pts):
Damage Rating: 1.8
Cooldown: 18.5(?) Seconds
Mana Cost: 35 Mana
Rank 2 (1Pts):
Added Effect
Rank 3 (1Pts):
Added Effect
Note: Rank 3 explosion damage does not damage mobs initially hit by the weapon toss, only other mobs in range. Explosion damage is the same as the normal hit.
Strike the ground with your weapon, dealing damage to enemies in front of you and leaving a fiery patch of earth that continually deals damage to enemies in the area over its duration. (Rank 2: The fiery patch left behind deals additional damage. Rank 3: Slows enemies standing in the area.)
Rank 1 (1Pts):
Damage Rating: 3.1
Cooldown: 14(?) Seconds
Mana Cost: 35 Mana
Fiery Patch Duration: 5 Seconds
Rank 2 (1Pts):
Damage Rating: 4.0
Added Effect
Rank 3 (1Pts):
Debuff: ?% Slow
Debuff Duration: 5 Seconds
Strike your target and gain a temporary buff that gives you a chance to counterattack each time you are struck. (Rank 2: Increased chance to counter attack. Rank 3: Increased damage mitigation during the buff's duration.)
Rank 1 (1Pts):
Damage Rating: 1.9
Cooldown: 14 Seconds
Mana Cost: 25 Mana
Buff: (?) Not shown on player stats
Buff Duration: 5(?) Seconds
Rank 2 (1Pts):
Buff: (?) Not shown on player stats
Rank 3 (1Pts):
Buff: 10% Physical/Magical Damage Mitigation
Buff Duration: 5(?) Seconds
Note: Can confirm counter attack mechanic does exist, though there are no stats for it. Counter attack does 18 base damage.
Become immune to damage for 3 seconds. (Rank 2: Duration increased to 5 seconds. Rank 3: Grant damage mitigation to all party members.)
Rank 1 (1Pts):
Cooldown: 166(?) Seconds
Mana Cost: None
Buff (Self): 100% Physical/Magical Damage Mitigation
Buff Duration: 3 Seconds
Rank 2 (1Pts):
Buff Duration: 5 Seconds
Rank 3 (1Pts):
Buff (Party): ?
Buff Duration (Party): ? Seconds
Note: Group buff stacks. Self buff timer starts when ability animation has completed. Group buff timer starts when?
This chart is to better compare each abilities Damage Rating. It can be used to determine which abilities should have priority in your rotation purely on the damage it does.
Note: Some abilities have other useful effects such as damage reduction debuffs, etc, which makes them better in some scenarios.
Note: Damage Rating values are calculated at character level 1 versus level 1 mobs. All values are from single target combat.
TODO
When 8 party members of the same primary Archetype are in the same party/raid, they gain access to a unique siege skill.
TODO