Skills
Volatile Reversal
- Volatile Reversal’s base functionality has been reworked. It is now a combo ability where the first cast jumps you forward in time to your target location and attacks in an area around you. You can recast within 3 seconds to jump backwards in time to your original location and attack on arrival. The skill has a mana cost of 12, and a 6 second cooldown which continues recovering while the recast is available. Added damage applies to the attack at 200% effectiveness. The skill’s tags are void, melee, area, movement, traversal, strength, vitality. It gains 4% increased melee damage per strength, and +2 spell void damage per vitality.
- Volatile Reversal’s tree has been reworked:
- Immutable Past: Volatile Reversal’s second part of the combo is removed, but deals 10% more melee damage and has 20% increased melee area.
- Termination: 8% more damage per point.
- Future Focus: The second combo ability now jumps forward in time to your target location, instead of backwards. +6 seconds to cooldown. You will no longer benefit from effects which require being able to jump forwards.
- Dissipation: Volatile Reversal’s melee attack has a 50% chance per point to inflict slow. Volatile Reversal deals 3% more hit damage per slow on the target per point.
- Reclaimed Action: When you move at least 4 meters by jumping through time, your next direct melee attack or spell is guaranteed to Echo, if able.
- Dark Expanse: Volatile Reversal has 20% increased area.
- Hellfire Rifts: Volatile Reversal’s attack and Void Bolts are converted to fire. Time Rot chance in this tree is converted to ignite chance.
- Volatile Power: When you jump forwards in time, your arrival location is slightly randomized by 1 meter per point, but Volatile Reversal deals 10% more melee damage per point and has 15% increased melee area per point.
- Eldritch Infusion: Volatile Reversal’s melee attack has a 34% chance per point to grant a Void Essence if you hit at least one enemy.
- Voidbound Momentum: When you jump backwards in time, Volatile Reversal deals 2% more damage per meter travelled per point, up to 40% per point. This counts the distance you travelled when going forwards and backwards. Volatile Reversal can move up to 20 meters in a single jump at baseline.
- Incipient Void Bolt: When you cast Volatile Reversal you cast Void Bolt at 3 enemies nearby your starting position. +3 mana cost. Void Bolts are piercing spell projectiles. Multiple Void Bolts from the same cast can’t hit the same enemy more than once.
- Terminal Void Bolt: When you cast Volatile Reversal you cast Void Bolt at 3 enemies nearby your arrival location. +3 mana cost.
- Hollow Cascade: Terminal Void Bolts are replaced by a single cast of Abyssal Echoes, consuming 80% of its mana cost.
- Food for Wyrms: Volatile Reversal’s Void Bolts have a 50% chance per point to inflict Time Rot.
- Time Rifts: Enemies hit by Volatile Reversal’s Void Bolts take 15% increased damage over time for 3 seconds per point. Does not stack.
- Returning Corruption: Your Void Bolts return to you. All returning Void Bolts can hit the same targets again (this means a single cast of the Void Bolt spell can hit a single enemy up to 4 times). 40% increased mana cost.
- Swift Echoes: 5% increased cooldown recovery speed per point.
- Rending Maw: Volatile Reversal has +3% critical strike chance per point.
- Voidstep Siphon: Critically hitting at least one enemy with Volatile Reversal’s attack or Void Bolt restores 2 mana per point. This can occur once per use for the attack, and separately once per use for the Void Bolts.
- Catching Up: When you jump backwards in time, you gain haste for 1 second per point.
- Warped Time: You have Frenzy while able to jump backwards in time (You are able to jump backwards in time when the jump back combo ability is ready to be used).
- Phased Reality: While you are able to jump backwards in time, 5% per point of your armor mitigation applies to damage over time.
- Anchored Timeline: Volatile Reversal’s forwards jump has a significantly shorter maximum distance, but its cooldown is reduced. 70% reduced max distance, 50% reduced cooldown. No longer traversal. This reduces VR’s max movement distance to 6 meters.
- Temporal Dilation: The second combo ability remains able to be used for +1 second per point, and deals 12% more damage per point.
- Accelerationist: When you jump forwards in time, your Devouring Orbs become 2 seconds older per point (this causes them to expire sooner).
- Chrono-Devourer: When you jump backwards in time, Devouring Orb recovers 2 seconds of cooldown per point for every orb that expired after jumping forwards.
- Nether Convergence: When you jump forwards in time, your Devouring Orbs are pulled towards you and trigger a Void Rift. +10 mana cost.
- Eternal Banquet: When you jump backwards in time, your Devouring Orbs become 2 seconds younger per point (this causes them to expire later). Each orb can only benefit from this once.
- Fixed instances where players could fly off the map with Volatile Reversal.
Abyssal Echoes
- Fixed a bug where Nether Breach could trigger from indirect casts of Abyssal Echoes.
- Fixed a bug where Nether Breach could not trigger from direct casts of Abyssal Echoes while Screaming Rifts is allocated.
- Fixed a bug where Abyssal Echoes’s Myopia would not blind enemies unless you had certain other nodes allocated, such as Rippling Corrosion or Fiery Chasm.
Anomaly
- Fixed a bug where Exacerbate could not be allocated despite having 3 points allocated in Quicksand.
- Reduced cases where Anomaly could cause enemies to slide instead of animating properly when released by the ability.
Devouring Orb
- Devouring Orbs now have a damaging aura that deals void damage over time to nearby enemies. Added damage applies to the aura at 100% effectiveness per second. Auras from multiple orbs can damage the same enemy.
- Devour the Weak has been replaced with a new node, All Consuming. When you directly cast Devouring Orb within the area of an existing Devouring Orb, the new orb consumes all existing orbs to gain 100% more damage, 50% more area, and 4% less ailment damage per orb consumed. Maximum of 1 point.
- Voidfire Rift has been replaced with Eldritch Bloom. Devouring Orb’s damaging aura gains 3% more radius per second per point, up to a maximum of 30% per point. Maximum of 3 points.
- Burning Prey has been replaced with Eternal Decay. Devouring Orb deals 10% less hit damage per point, but 15% more damage over time per point. Maximum of 4 points.
- Added a new node connected to Abyssal Emission, The Rending Maw. Abyssal Orbs have a 25% chance per point to slow and shred the void resistance of enemies hit. Maximum of 4 points.
- World Rot grants 25% chance to inflict Time Rot on hit per point (from 10% chance per point, only for the Void Rifts). It now also grants the damaging aura 25% chance per second per point to inflict Time Rot.
- The base radius of the orb for the purpose of hitting enemies with Cosmic Impact has been increased by 133% (new base radius is 0.7).
- Abyssal Rush’s functionality has been replaced. While you are moving, you will automatically instant cast Devouring Orb if it is not on cooldown and you have enough mana. This effect puts Devouring Orb on cooldown.
- Sightless Star has been moved to require Abyssal Rush, and its functionality has been replaced. Whenever Abyssal Rush triggers, it has an 8% chance per point to consume only 50% of Devouring Orb’s cooldown and mana cost.
- Patient Hunger now requires 2 points in Void Adept (from requiring 3 points in Fleeting Orb). It now also grants +3 mana cost per point, and has a maximum of 2 points (from 4).
- Fixed a bug where using Devouring Orb with Dark Moon would have it spawn in an incorrect position briefly, then teleport to the correct one.
- Fixed a bug where the orb’s collision radius with Cosmic Impact was not affected by area increases.
Erasing Strike
- Damage effectiveness is now 600% (from 550%).
- Obliteration grants 10% more damage per point, doubled while wielding a two handed weapon (from +6 melee void damage and +6 spell void damage per point, doubled while wielding a two handed weapon).
- Prophet’s Onslaught now also makes Erasing Strike undodgeable.
- Rifts of Decay grants 100% chance to inflict Time Rot on hit per point (from 25%) and now also grants 10% increased Time Rot duration per point.
- Rifts of Destruction has been replaced with Dematerialize, which grants 15% more damage over time per point, up to 5 points. Requires Mark of the End or Rifts of Decay.
- Iriesha’s Fall has been reworked. It now causes Erasing Strike to always create a Void Rift at its impact location.
- Fixed a bug where Erasing Strike’s Void Rifts could not hit enemies that were hit by the Erasing Strike that created the Void Rifts.
Forge Strike
- Now has 600% damage effectiveness (from 500%).
- Shrapnel grants Forged Weapons 50% more damage (from 25%).
- Heavy Strike grants 15% more damage per point (from 8%) and 15% increased stun chance per point (from 16%).
- Fixed a bug where Forge Strike would be visually rotated when used near cliffs or walls.
Hammer Throw
- Now has 110% damage effectiveness (from 105%), with an equivalent base damage.
- The Collision node now also grants 50% more damage.
- Ricochet now behaves like Shield Throw’s ricochets, able to ricochet back to a target that was already hit.
- Ricochet no longer grants 30% less hit damage or 60% reduced stun duration. It now prevents throwing extra projectiles, but grants 10% more hit damage and 10% more attack speed per extra projectile. This is unaffected by modifiers that halve or double extra projectiles.
- Chaining Hammers no longer grants 10% less hit damage or 10% less attack speed per point.
- Force of Impact grants 10% more damage (from 5% more hit damage) per point.
- Fixed a bug where Enra’s Technique was not converting chains into critical strike multiplier.
- Fixed a bug where Hammer Throw, with the Ricochet node allocated, would not visually chain between enemies.
Healing Hands
- Fixed a bug where Cloud Voyager’s cooldown recovery could occur from indirect casts of Healing Hands.
- Fixed a bug where Synthesis of Light was granting less Ward than intended.
- Fixed a bug where using both Unbroken Prayer and Homeward on Healing Hands makes it so the ability is never actually cast while still going through the animation and consuming mana.
Holy Aura
- Rahyeh’s Devotion now grants you and your allies 5% ignite chance and 5% electrify chance per point (from 4% ignite chance, no electrify chance).
- Rahyeh’s Fury now also grants you and your allies 5% lightning penetration per point.
- Burning Blows has been renamed to Firestorm and now also grants you and your allies 10% increased global lightning damage per point.
- Fixed instances of frame rate drops while using Holy Aura.
Javelin
- Now has 250% damage effectiveness (from 200%), with an equivalent base damage.
- Divine Fury is no longer incompatible with Siege Barrage. With both nodes allocated, each Javelin that rains down will create lightning spears.
- The added cooldowns from Holy Trail, Battle Standard, and Surprise Initiative are now additive with each other (previously chose the higher cooldown between Holy Trail and Battle Standard with or without Surprise Initiative). This change was made to support builds that want to raise Javelin’s cooldown further to take advantage of Pilgrimage.
- Pilgrimage grants 20% more fire and lightning damage (from 15%), and while Javelin is on cooldown it grants 40% melee ignite chance and 40% melee electrify chance (from 30%).
- Added a new node which requires Mighty Delivery, Warrior’s Mark. It grants 1% frailty chance per strength per point and 1% physical resistance shred chance per dex per point, up to 3 points.
- Mighty Delivery grants 5% more damage and 5% increased attack speed (from 4% and 4%).
- Siege Barrage grants 10 added mana cost (from 12).
- Spiked Bombardment grants 20% increased mana cost (from 25%).
- Battle Standard grants 300% more damage (from 250%).
- Divine Intervention casts Smite every 1.5 seconds (from 1.6).
- Banner of Restoration grants 25 healing every second (from 20).
- Spear to the Thigh grants 25% more damage over time (from 20%), and can have a maximum of 4 points allocated (from 5).
- Go for the Legs grants 20% bleed chance and 20% slow chance (from 15%), and can have a maximum of 4 points allocated (from 5).
- Burning Strength now requires Warrior’s Mark (from requiring Mighty Delivery).
- Holy Trail now requires Burning Strength (from requiring Spear to the Thigh).
- Forceful Hurl now requires Go for the Legs (from requiring Keen Outlook).
- Excellent Balance and Serrated Javelin have swapped places.
- Perfect Setup and Sacred Forge have swapped places. Perfect Setup grants -10 mana cost on next melee skill (from -5) per point, up to a maximum of 2 points (from 5).
- Beast Ender now requires Holy Spears or Excellent Balance (from requiring Horde Spiker). It now also grants 4% critical strike multiplier per point.
- Holy Spears now also grants 4% more lightning damage per point.
- Purifying Lightning grants 25% electrify chance (from 20%) and 15% lightning penetration with electrify (from 10%).
- Monster Piercer grants 12% more hit damage per point, doubled against high health enemies (previously only granted 30% more damage against high health enemies per point).
- Improved Javelin’s online movement. The Javelin and Lightning Spear movement and hit are synchronized. The Javelin doesn’t stutter before releasing.
- Fixed a bug where the extra spears created from the Divine Fury node or the Sierpin’s Fractal Tree item while the Siege Barrage node was allocated would not be fired from the correct position when cast onto large enemies.
- Fixed a bug where Divine Throws did not display a lightning-themed indicator at its damage area in Online mode.
- Fixed a bug where Battle Standard had parts of its VFX end early in Online mode.
- Fixed a bug where Javelin with Siege Barrage always caused an extra hit directly at the target location. To compensate for this fix, Siege Barrage now throws 4 javelins (from 3).
- Fixed a bug where Keen Outlook was giving less damage than intended at longer distances.
Judgement
- Pious Offering now consumes 5% of current mana per point (from 20% per point). It now gives 2% more damage per 1 mana consumed (from 1% more damage per 2 mana consumed). These changes are intended to account for the removal of Volatile Reversal’s mana recovery for this build.
- Anointed no longer grants +2 seconds to cooldown duration. It now also grants 100% increased duration of Consecrating Aura, and 100% more damage over time. Its alt text has been updated to clarify you can only have a single Consecrating Aura active at once.
- Fixed a bug where Holy Eruption could fail to display its indicator VFX correctly in Online mode.
Lunge
- Juggernaut Dash grants 50% block chance per point (from 25%). Its maximum points has been reduced to 2 (from 4).
- Visceral Path grants 15% more damage to enemies along the path per point (from 12%). Its maximum points has been reduced to 4 (from 5).
- Rough Cuts grants 100% chance to bleed per point (from 40%). Its maximum points has been reduced to 4 (from 5).
- Healing Rush heals allies for 50 health per point (from 20). It now also cleanses allies you Lunge to.
- Slipstream grants allies caught in the path haste for 2 seconds per point (from 1). Its maximum points has been reduced to 2 (from 3).
- To Your Aid requires 2 points in Slipstream (from 3).
- Disarming Blow grants 100% frailty chance on hit per point (from up to 60% per point, based on distance). Its maximum points has been reduced to 3 (from 5).
- Holy Incursion grants 50% chance per point to cast Smite at up to 3 nearby targets based on distance traveled (from 25% per point). Its maximum points has been reduced to 2.
- Fixed an issue causing Lunge to hang awkwardly for a second after use.
Multistrike
- Increased the base area by 33%.
- Forgemastery grants a 10% chance per point (from 6%) to consume a stack of Armament while at maximum stacks to summoned a Forged Weapon.
- Vengeful grants 34% chance per point (from 15%) to retaliate with Multistrike swords on block. This effect has a 1 second cooldown (from 3).
- Determination grants 15% more damage at max stacks per point (from 12%). Its maximum points has been reduced to 4 (from 5).
- Sweeping Blows now also causes Multistrike to deal damage in a larger area as well.
- Jousting now also grants +30% critical strike multiplier with a spear.
- Bladestorm has been reworked. When you create more additional swords than there are nearby enemies, each remaining sword can consume 3 mana to strike the nearest enemy, even if it was hit by the initial attack.
- Fixed a bug where Multistrike’s Hack and Slash axe visuals were not synced with their damaging hit.
Ring of Shields
- Scaling tags now also include 4% increased minion damage per point of Attunement.
- The fire aura from Immolation is now named Forge Flames and has a subskill tooltip. It now has 200% damage effectiveness per second (from 125%) with an equivalent base damage per second, and its base radius is now 2.5 meters (from 2).
- Fixed a bug where the Rush Wall node of Ring of Shields would not increase the area hit by Shield Rush.
- Fixed Ring of Shields lagging awkwardly behind players.
Rive
- Temporal Warrior no longer grants 10% more void damage. It now converts Rive to void.
- Flame Drinker’s Blade grants void penetration instead of physical penetration if it the skill is converted to void.
- Rive’s added damage effectiveness values are now 125% for the first two attacks and 250% for the third attack (from 100% and 200%).
- Massacre has been moved and reworked. It now grants 25% bleed chance per point, and 10% increased bleed duration for the third strike per point.
- Lacerate’s added damage effectiveness has been increased to 300% (from 200%).
- Champion now grants 8% more damage (from 5%), and its maximum points has been reduced to 4 (from 5).
- Flurry now grants 10% increased attack speed (from 8%), and its maximum points has been reduced to 4 (from 5).
- Challenge no longer adds +5 mana cost to the second strike. It now also grants +100% chance to slow for the second strike.
- Fixed a bug where the first two strikes of Rive when using a two-handed weapon also displayed one-handed VFX.
- Fixed a bug where the first strike of Rive while using a two-handed sword did not align with the attack animation.
Shield Bash
- Now has 150% damage effectiveness (from 100%).
Shield Rush
- Fixed an issue where using Shield Rush online could lead to a stuck movement animation effect.
- Fixed an issue where a character could have the wrong position after using of Shield Rush with the Desynchronous Charge node unlocked.
- Fixed movement and rotation of beams created by a cast of Shield Rush when the Descent of the Void node is activated.
- Will Breaker has been clarified to state that it gives more hit damage (previously incorrectly stated more damage) to enemies at full health.
- Effects which apply to the final impact of Shield Rush now state “final impact” rather than “final hit”, to avoid confusion with effects that exclusively apply to hits.
- Splintering Impact grants 25% more damage for the final impact per point (from 20%). It now has a maximum of 5 points (from 8).
- Stretched Time now grants 45% more hit damage for the final impact’s Echo (from 45% more damage for the final impact’s Echo) per point.
- Warrior’s Entrance now grants 10% more damage (from 4%) per point.
- Dark Rush now adds a void tag.
Shield Throw
- The skill’s base functionality has been adjusted. It no longer has a cooldown (from having a 2 second cooldown), but still cannot be used again until the shield has returned. Its mana cost has been reduced to 6 (from 20).
- Focused Campaign has been removed, as its benefit is now baseline.
- Polished Steel has been renamed to Aeroplates and now reduces the mana cost by 2 per point (from 4), and can have a maximum of 3 points invested (from 5).
- Shield Barrage is now connected to the start of the tree. It gives 5% less damage (from 25% less), 30% reduced projectile size, and does not reduce the mana cost (from -5). It gives 50% less ricochets, which was previously on its requirement node Focused Campaign.
- Added a new node connected to the start, Wall Breaker. It adds a 6 second cooldown, but gives 100% more damage.
- Added a new node connected to Wall Breaker, Defender Rage. It gives Frenzy for 2 seconds per point on hit, up to 2 points.
- Throwing Arm has been moved to require Wall Breaker, and its functionality has been replaced. It now gives +4 ricochets, and allows Shield Throw to ricochet to you when there are no other valid targets.
- Colossus has been moved to require Throwing Arm, and its functionality has been replaced. It now grants 1 stack of Colossus per point when Shield Throw hits an enemy, up to 4 points. Colossus is a buff that stacks up to 20 times, granting 5% increased armor and 2% physical penetration per stack for 4 seconds.
- Vampiric Shield has been renamed to Vampiric Steel and moved to require Aeroplates, and its functionality has been replaced. It now grants 0.5% leech per point and 10 armor stolen on hit per point, up to 4 points.
- Hemrin’s Technique now also grants 1 health gain per 2 Dexterity on ricochet.
- Fleet of Foot has been moved to require Vampiric Steel.
- Armoring Aegis has been removed.
- Iron Monger’s functionality has been replaced. It now grants 25% armor shred chance per point, up to 4 points.
- Avenger’s Wrath now grants 1% critical strike multiplier per 40 block effect (from 1% per 100).
- Rygar’s Fury no longer prevents blocking while your shield is out. It now grants -20% all resistances while your shield is out.
- A new node, Disarming Blow, has been added in Fleet of Foot’s old position. It grants 25% frailty chance per point, up to 4 points.
- A new node, Shredding Edge, has been added in Throwing Arm’s old position. It grants 25% bleed chance and 25% physical resistance shred chance per point, up to 4 points.
- Ricochet has been split up into two nodes. The node connected to the start is named Sleek Buckler, and grants 20% projectile speed and 5% increased attack speed per point, up to 3 points. It leads to Ricochet, which grants +1 ricochet and +3 mana cost per point, up to 2 points.
- Aegis has been renamed to Steel Defender, and grants Steel Defense for 2 seconds per point. Steel Defense grants 300 armor (previously gave a buff named Aegis which gave 100 armor per point).
- Eruption has been renamed to Eruption of Coals. It now grants +2 mana cost, but the Lava Burst on ricochet now has 40 base damage and 200% added damage effectiveness (from 35 and 100%).
- Forgeborn now grants +5 throwing fire damage per point (from 4), and 5% fire penetration per point (from 15% increased projectile speed).
- Molten Shield no longer converts increased stun chance on the tree to ignite. It now converts all sources of bleed chance to ignite for Shield Throw. It also converts physical resistance shred on the tree to fire resistance shred.
- Burning Crusade now also grants 5% increased ignite duration per point.
- Forceful Breaking now also grants Lava Burst 30% increased stun chance per point.
- Corrected Magma Rage’s description to state it grants Lava Burst 30% more damage (was incorrectly described as 30% more hit damage).
- Heavy Shield now also grants 3% more damage per point.
- Improved Shield Throw movement online. The shield doesn’t hitch when cast. The projectile visually hits a target before returning.
- Fixed a bug where Shield Throw could not apply ailments on subsequent hits of the same enemy.
- Fixed a bug where Burning Crusade’s ignite chance was being applied to Lava Burst twice.
- Fixed a bug where Crippling Throw’s increased stun chance was being applied twice.