abilities¶
Abilities¶
Unlocked upon completion of The World Wakes
These are ultimates with a 7x7 range with the following effects for their corresponding styles:
Increase your damage by 50%
a DoT of 10%-20% that hits every 2 seconds when your primary target of casting is inside the ultimate’s range
Lasts 30 seconds
Almost always used in a conjuction with a planted feet switch. This makes them last 37 seconds as opposed to 30 seconds, and it removes their DoT effect
Priority:
High
A bleed ability, and a good basic. 100%-300% abil damage over the course of the bleed
Each bleed hit is weaker than the last, it is also AoE, it can chain to other mobs without giving you aggro
Priority:
High
Unlocked as a reward from Shattered Worlds
A great mobility ability, has a 10 tile range from your current position at any angle
Generally used in conjunction with surge/escape, sometimes on the same tick, for greater mobility
Also is an AoE ability when used off GCD, goes from 3x3 to 5x5 when stacked with scythe and laceration boots
Priority:
High
Greater Dazing Shot/Salt the Wound
Unlocked as a reward from Shattered Worlds
Both abilities are unlocked together
Greater Dazing Shot
Gives Dazing Shot a puncture stack each time it is used, max 10
Stacks last 9 seconds and hit 4 times, dealing 5.8-7.2% abil damage per stack over its duration.
Note: Salt the Wound and MDS both reset the stack duration (9 seconds) even if they splash, only MDS will increase puncture count though
Note: Puncture bleed does not count for AS building; SS; Araxxor reflect (mirrorbacks do though); personal damage multipliers like scrims; combat exp; personal damage on gems and Nex’s blood phase
Salt the Wound
A threshold that deals 37.6-188% abil damage at 0 puncture stacks going up to 73.6-368% with max Puncture stacks
Generally never used
Priority:
Medium
Chance to unlock after killing Kree’arra, General Graardor, or their followers in their respective encampments
Alternatively can be unlocked as a reward from Anima Islands
When activated all damage dealt whilst using a protection prayer or deflect curse of the same style is reduced to 1 for 10 seconds
Effect extends by 5 seconds per target killed whilst active, capping at 20 seconds
Priority:
High
Same as Devotion
a 20-100% abil damage basic
Heals 25% of damage done, 100% if it killed target
Priority:
Low
Unlocked as a reward from Anima Islands
When on slayer task, you deal 100 x Slayer level to target assuming it is the monster you are assigned with a 15k damage cap. This gives it a 120 second CD.
Note: This also translates to some bosses like Magister on a Soul Devourer task
Otherwise it deals 30-110% abil damage with a 15 second CD
Generally only used as a filler ability if you mess up your rotation, should not be a regular part of your rotation.
Priority:
Low generally, Higher if you are going to slay
An ability that deals 50-150% damage at first, with each hit increasing by 11-33% per hit. At first it uses 25% adren per hit, afterwards it takes life points dealing 25% of the damage you dealt as recoil. After 10 hits the damage against you starts increasing by 1k per hit (e.g. at 12 hits you will take +2k damage + the recoil)
Priority:
High if you can use it somewhere, Low otherwise
Storm shards:
Deals 75-95% abil damage (average 85%) as a Storm Shard stack instead of direct damage, for a cap of 10
Note: Shards themselves are unaffected by things such as Berserk, Sunshine etc.
Generally used on timegated parts of bosses or if you need to do a lot of burst at once with shatter
Shatter:
Releases all the stored shards once at once dealing damage equivalent to the stored shards, for a cap of 30k damage
This hit is affected by stuff like Berserk, Sunshine etc
Priority:
High for something like Vorago, Low otherwise
An ability that allows the usage of thresholds under 50% adrenaline for 6 seconds
Note: Only activates when below 60% adrenaline
Generally used when your Adrenaline potion is on cooldown or if you need to squeeze in extra thresholds in a short timeframe
Priority:
High
Unlocked using an Ingenuity of the Humans ability codex
75,575,451
An ability that guarantees your next attack within 6 seconds hits.
Priority:
High
Unlocked using a X Slayer ability codex
There is one for Dragons, Undead and Demons
When used you will deal 15% more damage against X creature of the same type for 10 seconds (17ticks)
Generally used when you are going to use strong abilities against said creature
Priority:
High if you can use it, Low otherwise
Gives Surge 2 uses per CD cycle, these can both grant adrenaline if both are used off GCD
Note: The cooldown is based on the first surge/escape
Note: Can change the cooldown between charges at the Anachronia Lectern
Generally just used for mobility, overall a QOL unlocked
Priority:
Medium
Gives escape 2 uses per CD cycle, these can both grant adrenaline if both are used off GCD
Note: The cooldown is based on the first surge/escape
Note: Can change the cooldown between charges at the Anachronia Lectern
Generally just used for mobility, overall a QOL unlocked
Priority:
Medium
When activated it tracks all damage taken from all sources for up to 6 seconds (can release early by clicking it again) with a damage cap of 10k
Note: It releases the damage on whatever you were targetting when you activated it
Damage is boosted by Zerk auras + Vulnerabiltiy
Generally used when you are going to take a large amount of damage at once, like Vorago’s TS attack
Priority:
High if you do something like Vorago, Low otherwise
Works like normal barge, except, each tick the player is not damaging an enemy barge gains +10% ability damage capping at 10 ticks. Additionally, if it has been atleast 4.8s (8 ticks) since you have last hit a target using barge will allow you to turn a channeled ability used within the next 6s (10 ticks) into a DoT
Generally used within Zerk combined with Apot or Limitless, as well as Zgs spec
Priority:
High
When used against a single target it deals 94-157% damage per hit and reduces Berserk CD by 1.2s per successful hit up to a max of 4.8s reduction
Note: When used as an AoE does the same damage as normal flurry, but still reduces Zerk CD
Note: When bled the first hit does its AoE version of damage, then normal single target damage for the remaining hits
Generally used by cancelling after 2 hits (cancelled on GCD) or 3 hits, depends on rotation
Priority:
Medium
Turns fury into a non-channeled 157% ability, as well as giving it the ability to guarantee your next hit is a critical hit if fury had been a critical hit.
Note: Can be worse than normal fury, but marginally assuming no grim. With grim it is usually better
Priority:
Medium
Limitless - $linkmsg_limitless$
Ingenuity of the Humans - $linkmsg_ingen$
X Slayer - $linkmsg_slayer$
Double Surge - $linkmsg_dblsurge$
Double Escape - $linkmsg_dblescape$
Reprisal - $linkmsg_reprisal$
Greater Barge - $linkmsg_gbarge$
Greater Flurry - $linkmsg_gflurry$
Greater Fury - $linkmsg_gfury$