Base Damage: 735 ; 795 ; 962 ; 1,336
Physical Amplification Factor: 145%
Magical Amplification Factor: 27%
The fourth hit of Slash has 5x the normal chance to crit, and resets the cooldown of Leaping Slash.
Ticks of Damage: 1 ; 1 ; 3 ; 1
Range:
Movement:
This skill is your basic attack and -like all other class's basic attacks- seems almost useless in PvE due to its low apparent damage; however, there are indeed decent and applicable uses for Slash.
Ticks of damage. The third hit of Slash does 3 ticks of damage and is rather fast. If you have a mechanic that you must do multiple ticks of damage, consider Slash.
Movement. While this skill doesn't move you very far, this skill can be used as a slight movement skill after a perfect evasion. Since Perfect Evasion doesn't effect Slash, you can safely use this to adjust positions and then use the next skill for guaranteed crits.
Resetting Leaping Slash. When all else fails, this skill resets Leaping Slash - which is a core skill for building runemarks. While you don't proc the damage of the hits you didn't actually perform, you can skip through the animations of some of the hits and go straight to the last hit by holding the forward directional key pressed down, and spamming both left and right movement keys and whatever key you have Slash bound to. If you can do this correctly, Slash is somewhat decent since its final hit has 5 times the normal chance to crit (so it will pretty much always crit).
Cooldown: 4 seconds
Standard i-frame
Correct timing grants Perfect Evasion (see more about Perfect Evasion in Passives Skills).
Movement:
This is your basic i-frame. Use this skill to dodge attacks, gain Perfect Evasion and -with the glyph- reset Bloodflower.
This skill grants Perfect Evasion which, while it doesn't show it in your list of passive skills, is a passive skill.
Cooldown: 12 seconds
Base Damage: 2,176
Physical Amplification Factor: 155%
Magical Amplification Factor: 20%
A successful final hit is guaranteed to generate 1 Runemark.
Ticks of Damage: 6
Range:
Movement:
Ragnarok Point Gain:
Using Bloodflower with a well timed Evasion is the key to being a good Valkyrie due to the sheer amount of Ragnarok points you can get if you have the Ardent Glyph.
The Powerlinked Bloodflower glyph seems like its pretty decent now that Leaping Slash is contributing a decent amount of damage; however, since we won't be using Bloodflower during Ragnarok or Godsfall, this is actually quite a mediocre glyph.
The Carving Bloodflower glyph remains "decent" since a perfect evasion will guarantee that all the skill's damage will crit, but it is becoming less and less viable because of its very poor damage. I personally would only recommend this glyph if the boss offers lots of opportunity for Perfect Evasion.
With the removal of the amazing Bloodflower Points Chestline on gear, Bloodflower's Ardent glyph is Bloodflower's last hope. Using the Ardent glyph, we still only gain twice the amount of Ragnarok Points Leaping Slash. Because this skill relies on both Perfect Evasion and the Carving Glyph to do damage, I would really only use this skill as filler.
There is generally always a mechanic or move-set that a boss does that is good for resetting Bloodflower. Try to take advantage of any boss attacks that come your way; however, it may not always be the most optimal thing to do depending the situation. You as the player need to decide when to reset and when to not.
Cooldown: 12 seconds
Base Damage: 2,330 (with Glyph = 2,912.52)
Physical Amplification Factor: 165%
Magical Amplification Factor: 60%
Generates 1 Runemark on a successful second hit.
Generates 20 additional Ragnarok Points on a successful second hit.
Ticks of Damage: 2
Range:
Movement:
This is our bread and butter. We use this as filler, to gain runemarks, to gain ragnarok points and to start about half of our rotations. The sheer amount of times that we use Leaping Slash places it decently high on our overall damage output.
Note: This skill gives a total of 30 Ragnarok Points.
Cooldown: 10 seconds
Base Damage: 3,554 (with Glyph = 4,442.47)
Physical Amplification Factor: 174%
Magical Amplification Factor: 55%
Must be used within 4 seconds of Leaping Slash.
Generates 1 Runemark on a successful hit.
Generates 10 additional Ragnarok Points on a successful overhand strike.
Ticks of Damage: 1
Range:
Movement:
This skill matured pretty well with awakening due to the damage buffs it received, the reduced glyph costs, the 10 extra ragnarok point gain and the addition of the Dreamblaze effect.
Use this skill after Leaping Slash to deal quick damage, stack Dreamblaze, gain ragnarok points and add a runemark.
Note: This skill gives a total of 15 Ragnarok Points.
Cooldown: 24 seconds
Base Damage: 5,167 (with Glyph = 7,233.63)
Physical Amplification Factor: 170%
Magical Amplification Factor: 76%
Must be used within 4 seconds of Leaping Slash.
Generates 2 runemarks on a successful hit.
Breakdown:
Ticks of Damage: 1
Range:
Movement:
Like Ground Bash, this skill also did really well after awakening due to the removal the 10% crit power nerf, the addition of a superior glyph and the addition of the Dreamblaze effect.
While the animation is still quite long, the amount of damage this skill gives is very decent and also grants 2 Runemarks. With the addition of Enhancement Points, this skill also boosts the cast speed of the next skill used after it by 16.1%. While this sounds pretty negligible, you can notice a pretty big difference with it in both Ragnarok and Godsfall.
Use this skill after Leaping Slash to deal heavy damage, stack Dreamblaze and add 2 runemarks.
Cooldown: 10 seconds
Base Damage: 1,216
Physical Amplification Factor: 120%
Magical Amplification Factor: 65%
Resets the cooldown of Leaping Slash.
Ticks of Damage: 2
Range:
Movement:
This skill has 2 purposes:
Use this skill reset Leaping Slash or move you a small distance.
Cooldown: 8 seconds
Base Damage: 3,886
Physical Amplification Factor: 70%
Magical Amplification Factor: 170%
A successful hit on a target with at least one Runemark resets the cooldown of Leaping Slash and generates 2 Runemarks.
Ticks of Damage: 1
Range:
Movement:
This skill has a few situational uses:
This skill is the second most optimal reset for Leaping Slash. Because this skill grants 2 runemarks, try not to use it above 5 runemarks. With the crit chance glyphs paired with the right crit factor, this skill can add some decent filler damage.
Cooldown: 12 seconds
Base Damage: 1,543 ; 1543 ; 2,007
Physical Amplification Factor: 133%
Magical Amplification Factor: 25%
The third attack resets the cooldown of Leaping Slash on a successful hit.
The third attack generates 1 Runemark on a successful hit.
Ticks of Damage: 2 ; 2 ; 1
Range:
Movement:
Spinning Death has 4 uses.
*To get the carving proc for this glyph, all three hits need to land on a target, not just the last one or 1 or 2. (The skill doesn't care if it's the same target or not, just as long as all three hits hit *A* target.) This skill is still pretty bad since the crit formula was changed but could kind of (but not really) be justified against bosses with higher crit resist. The main 2 skills you want this for are Leaping Slash and Twilight Waltz.
**You can actually skip the first 2 casts of Spinning Death by holding the forward directional key down, and spamming both left and right movement keys and whatever key you have Spinning Death bound to. While you won't get the glyph or EP system effect, this skips right to the last hit of Spinning Death, quickly resetting Leaping Slash and adding a Runemark.
Note: Each cast of this skill has quite a bit of an animation lock, but you cancel it with pretty much every other skill. Make sure you always follow up with something else to avoid its long-ish animation lock.
Cooldown: 12 seconds
Base Damage: 1,422
Physical Amplification Factor: 25%
Magical Amplification Factor: 170%
Stuns a target for 2.5 seconds.
Ticks of Damage: 2
Range:
Movement:
This skill really has no place in the PvE world outside of filler, stunning trash mobs or to stun a boss when a mechanic calls for a stun.
Cooldown: 40 seconds
Base Damage: 2,661(with Glyph = 3,326.23)
Physical Amplification Factor: 162%
Magical Amplification Factor: 45%
The final hit has double the normal chance to crit and a high chance of knockdown.
Generates 1 Runemark on every successful hit. (Total: 6)
Ticks of Damage: 6
Range:
Movement:
This skill has the exact same cooldown of Shining Crescent. Use them together.
While this skill's damage doesn't seem to be much at all, this skill ends up being about as good as Glaive Strike because of how often you actually use it with Ragnarok and Godsfall. Additionally, the last hit does half of the total damage of the skill and should always crit.
Cooldown: 12 seconds
Base Damage: 1,281
Physical Amplification Factor: 120%
Magical Amplification Factor: 35%
Blink i-frame.
A successful hit on a target bearing a Runemark resets the cooldown of Leaping Slash.
Ticks of Damage: 1
Range:
Movement:
There are 3 uses for this skill:
Cooldown: 18 seconds
Range:
There are two uses for Dark Herald:
*You can animation cancel several skills with Dark Herald. The most useful ones to cancel are Charge, Windslash, Dreamslash and Bloodflower.
TIP: Use Dark Herald's slight animation paired with regular walking as a minor re-positioning tool.
Warning: Dark Herald removes Perfect Evasion.
Cooldown: 8 seconds
Base Damage: 1,001
Physical Amplification Factor: 20%
Magical Amplification Factor: 280%
Detonate Runemarks, damaging all enemies within 6m.
Each detonated Runemark replenishes 100MP, with a high chance to stagger and 3x the normal chance to crit.
Generating 7 Runemarks resets the cooldown of this skill.
Ticks of Damage: 1 Runemark = 1 tick of damage
Each Runemark hits independently for the base damage of Runeburst + buffs
Range:
Movement:
Ragnarok Point Gain:
This skill is a decent damage contributor and the reason why Valkyries do not have mana problems. With the Dreamblaze effect it gives an extreme boost to runebursts damage.
I've coined the term Perfect Runeburst which implies using Runeburst with 4 stacks of Dreamblaze, Dark Herald and Gungnir's Bite. This translates to extremely high skill damage.
The damage from 1 rune vs the damage of a full 7 stacks of the runes is the same per rune. It does not go up or down, but instead hits for each runemark that you or the target has. For clarity purposes:
Note: this skill's animation can be canceled while the full damage is being dealt by using evasion.
Cooldown: 40 seconds
Physical Amplification Factor: 177%
Magical Amplification Factor: 0%
Base Damage: 9,118 ; 9,297 (with Glyph = 10,485.74 ; 10,691.62 /// Total of 21,177.36)
Deals damage based on the number of Runemarks the target bears and with 5x the normal chance to crit.
If the target has 7 Runemarks, press the skill button again to trigger a secondary explosion.
Generates 2 Runemarks on a successful secondary explosion.
Generates 60 additional Ragnarok Points on a successful secondary explosion.
Generates a stack of Dreamblaze on each successful hit.
Ticks of Damage: 1 ; 1
Range:
Movement:
Ragnarok Point Gain:
This is your highest source of damage and the skill that this class is based around. The goal of this skill is to have 7 runemarks prepared upon your target and use this skill the moment it comes off of cooldown. You should strongly consider just eating some attacks that won't kill you to get Shining Crescent off but be careful not to get stunned or staggered, as doing so poses the threat of losing the ability to cast the second phase of this skill which is a huge detriment to our damage. You should also pay attention to Dreamblaze stacks as this grants 2 stacks. You will want to take advantage of this and always Runeburst at 4 stacks with the exception of Godsfall - unless Twilight Waltz is on cooldown.
I've coined this skill as Scything Crescent as it performs very much like Warrior's Scythe. More on this in Basics.
Note: If Shining Crescent was used on a target with 7 runemarks, Shining Crescent will not go on cooldown until the second hit has been casted or until after 4 seconds. When Shining Crescent hits a target with runemarks, all the runemarks disappear from the target (this means you cannot Shining Crescent -> Dark Herald -> anything... but why would you want to in PvE?). You can perform other skills 4 seconds between Shining Crescent for 4 seconds. You can build runemarks up after the first Shining Crescent and before the second Shining Crescent.
Additional Comments: Many people who struggle with Ragnarok or Godsfall rotations aren't using Shining Crescent off cooldown. It is very important to use this immediately off cooldown. You need to think ahead and be pre-stacking 7 runemarks so that you can use this skill immediately after it gets off cooldown. Even a 1-2 second delay on Shining Crescent can ruin your burst rotations. Maximum Shining Crescents takes precedence over everything else.
Cooldown: 1 minute 15 seconds
Summons three spheres that each block 70% of the damage from an incoming attack.
Grants immunity to most knockdowns, knockups, staggers, and push-backs while the spheres are active.
Restores 67 Ragnarok points per second while not in combat but effect ends immediately upon entering combat.
This skill has 3 uses:
*This skill can be used to take a big chunk of incoming damage off of you. When used with Priest's Kaia's Shield and/or Lancer's Guardian Shout/Pledge of Protection the amount that this skill "absorbs" is insanely broken. You can also use this skill against bosses that stagger and knockdown often however its only good for up to 3 ticks of damage.
Note: Balder's Tears' effect may not persist through teleporting. Sometimes it does and sometimes it doesn't. To play it safe, make sure you have the 40 second Max Ragnarok Points buff before teleporting inside or simply wait to Balder's Tears until after you teleport.
Note: It is generally not recommended or worth waiting for Balder's Tears to fill up your Ragnarok gauge once the boss fight has begun as you lose too much time sitting around doing nothing. Seriously, do not do this.
Cooldown: 12 seconds
Base Damage: 868
Physical Amplification Factor: 25%
Magical Amplification Factor: 150%
Dash forward and attack the first target in your path.
Generates 1 Runemark on a successful hit, if the target does not have any Runemarks.
Grants Opportunistic Charge effect which translates all damage to be considered back damage for the next 4 seconds.
Ticks of Damage: 1
Range:
Movement:
There are 4 basic uses for Charge:
*Can animation cancel Gungnir's Bite.
Cooldown: 15 seconds
Base Damage: 1,407
Physical Amplification Factor: 200%
Magical Amplification Factor: 0%
Puts you back on your feet.
You can use this skill only when knocked-down.
You become immune to knockdown, stagger, stun, and push-back for 2 seconds.
Ticks of Damage: 1
Range:
Basic retaliation. Get up after being knocked down. Shouldn't need too much in PvE.
Note: You can use Perfect Evasion on this.
Activate when the Ragnarok meter is full to reset all skills with cooldowns of 60 sec or less (except Evasion, Retaliate and Twilight Waltz), and gain the following effects:
Duration:
This is Valkyrie's God Mode. You will always try to get this up as soon as possible so that you can spam Shining Crescent. You will want the glyph so that you can get 4 Shining Crescent rotations in before Ragnarok ends.
While Ragnarok is active, there will be a fiery effect on your screen and you will be larger with a bigger hitbox.
~See Gjallar Horn and Max Ragnarok Points in "Passive Skills" below to learn how to start a fight with a full Ragnarok Bar.~
Cooldown: 6 minutes
Base Damage: 2,769 ; 9,444 (with Glyph = 3,322.9 ; 11,332.87 / 14,655.77 total) (with glyph and effect = 20,322.205)
Physical Amplification Factor: 72%
Magical Amplification Factor: 128%
Deals up to 5 waves of AoE damage to nearby enemies, and -if not in Ragnarok- applies [Arun's Wail] to you and your group.
When Ragnarok is in effect this skill applies [Shara's Scream].
Generates 1 Runemark on every successful hit when Ragnarok is in effect.
Secondary explosion - Generates 2 Runemarks on a successful hit when Ragnarok is in effect.
[Arun's Wail]
[Shara's Scream]
Pressing the skill button a second time within 7 seconds ends either effect, and causes a secondary explosion with a high chance of knockdown.
Ticks of Damage: 6 (1 per tick, 1 for secondary explosion)
Range:
This skill has a very high cooldown of 6 minutes. This means you will only be able to use this about once or twice a fight if you have a decent party and are running a normal dungeon. To use this effectively you want to do so while you both the boss is enraged and you are in Ragnarok. A neat trick to this skill is that if you can start this skill right before Ragnarok ends, Shara's Scream effect will still apply.
note: this skill's party effects only apply to those in your party and not those in your raid.
Cooldown: 15 seconds
Generates 1 Runemark and transfers all Runemarks in effect to yourself.
Transfers all runemarks to you. You can spam this and actually build 7 runemarks with this skill alone though it takes a little longer than a minute to do so.
You won't really use this skill unless the boss goes invincible for a mechanic and you want to save your runemarks from being wasted.
Tip: When fighting trash mobs, you can reclamation a runemark off the mobs and runeburst so that all 7 runes actually explode instead of some of them going to waste because the trash died before all of them got off. This ensures more damage as well as more Ragnarok points.
Did you know? Reclamation is one of only 2 skills that you can use in between Leaping Strike into Ground Bash or Glaive Strike while still retaining access to them. The other being Evasion.
Cooldown: 12 seconds
Base Damage: 2,581 ; 2,581
Physical Amplification Factor: 155%
Magical Amplification Factor: 20%
2 part skill:
Upon use:
Upon hit:
Ticks of Damage: 1
Range:
This skill has several uses:
This skill makes it possible to boost most of our core damage dealing skills.
Notes: Generates 20 Ragnarok Points total per hit.
Cooldown: 60 seconds
Base Damage: 5,281 ; 5,809 ; 6,390 ; 15,975
Physical Amplification Factor: 185%
Magical Amplification Factor: 45%
Stage 1
Generates 3 Runemarks on a successful hit.
Resets the cooldown of Shining Crescent on a successful hit.
Stage 2
Generates 3 Runemarks on a succesful hit.
Reduces target's Endurance by 2% for a 16 seconds.
Resets the cooldown of Shining Crescent.
Stage 3
Generates 2 Runemarks on first hit and then 3 Runemarks on second hit.
Stage 4
Detonates all accrued Runemarks, dealing increased damage based on the number of Runemarks the target holds.
Ticks of Damage: 1 ; 1 ; 2 ; 3
1st cast: 100%
2nd cast: 100%
3rd cast: 30%~ ; 70%~
4th cast (7 runemarks): 11.5%~ ; 11.5% ; 77%~
4th cast (true): set%; set%; modifier%
Range:
Movement:
Time between stages:
Twilight Waltz is truly a great addition to the Valkyrie's arsenal as it is very versatile.
Here are some reasons as to why it is one of the best skills we have:
Notes:
Cooldown: 4 minutes
Base Damage: 11,420 ; 31,625
Physical Amplification Factor: 187%
Magical Amplification Factor: 50%
Stage 1
Stage 2
Big boi nuke that activates faster after using Shining Crescent, Gungnir’s Bite, or the last hit of Twilight Waltz.
Eliminates the active cooldown of Twilight Waltz.
(This does not end Stage 1 effect.)
Ticks of Damage: 2 ; 1
Range:
Movement:
Godsfall is Ragnarok 2.0.
Pros:
Cons:
Notes: Stage 2 is an i-frame. Using Stage 2 will not end the effect of Stage 1 earlier.