Torchlight II Skill Guide by tiomasta Version 1.0.1, Last Updated 2014-11-30 Table of Contents 1. General Game Mechanics <#General Game Mechanics> 2. Engineer Skills <#Engineer Skills> 1. Blitz tree <#Blitz tree> 2. Construction tree <#Construction tree> 3. Aegis tree <#Aegis tree> 3. Berserker Skills <#Berserker Skills> 1. Hunter tree <#Hunter tree> 2. Tundra tree <#Tundra tree> 3. Shadow tree <#Shadow tree> 4. Outlander Skills <#Outlander Skills> 1. Warfare tree <#Warfare tree> 2. Lore tree <#Lore tree > 3. Sigil tree <#Sigil tree> 5. Embermage Skills <#Embermage Skills> 1. Inferno tree <#Inferno tree> 2. Frost tree <#Frost tree> 3. Storm tree <#Storm tree> 6. About this guide <#About this guide> General Game Mechanics With a maxed character, you have a total of 132 skill points (Level 100, plus 32 points from Fame). With 15 being the highest amount of points for a skill, this is enough to max 8 skills and have 12 points left. * There are two kinds of skills: *W**eapon-Based Skills* (saying /"X% of Weapon DPS"/), and *F**lat Damage* *Skills* (saying /"X damage"/). Skills that don't do any weapon-based damage will*NOT* inherit other attack effects from your equipment (extra things to happen on hit or kill, such as /"-X Armor per hit"/, /"5% chance to cast Firestorm on hit"/, etc). Only Weapon-Based Skills inherit these attack effects, but each Weapon-Based Skill has its own list of effects it can or cannot inherit. And *for Flat Damage Skills,* *all* *damage* *is* *based on your Focus stat*, never your Strength stat or weapons. So a Flat Damage Skill, like Glaive Throw, is intended for characters with a Focus build. * Your Dodge unfortunately only works against the enemies' standard melee attack and not monster skills. It is capped at 75% chance. Your shield block works against everything (except certain things like some ground effects), and has its own cap of 75% block chance. Note for Engineers: blocking while you have a barrier active will /still/ drain from the barrier. * Want good equipment? Be sure to wear parts that gives you *+HP. Seriously.* It's easy to assume they're weak, but they're a very big deal. +HP effects are far more efficient than the alternatives of +Armor or +Vitality. The one you want is +HP. You can get more than /double/ your natural HP this way. Increasing your max HP can be much more useful than using these equipment slots to only slightly improve your damage. There's also the rarer/"-X% All Damage Taken"/ effects, which are like Armor except actually worthwhile, extremely good to stack up. Note that this Damage Reduction is capped at 75%. o Also, blue helmets can come with +14% Cast Speed. That can be a great help to a lot of characters, even if compared to fancy rare equipment. Blue gloves can come with +8%, too. * *Here's the rundown on what stats to put points on:* o *Vitality* is not actually nearly as useful as you would imagine and should be ignored entirely, unless you want the extra shield block chance it gives, if you do use a shield. o *Dexterity* can be a must for most builds, as you'll have almost zero chance to score a critical hit or a dodge without putting points in it (I recommend ending at around 50, 100 or 200 points). But for Focus builds with Flat Damage Skills (like a Glaive Throw Outlander), it's better to not invest in Dex at all and use these points for more Focus, as the damage from the more-Focus build will be better even if counting a crit from the Dex build. Minion builds have no use for Dexterity. o Then it's *Strength* and *Fo**cus*: chances are you'll want one of the two, and spend most of your level-up points on that, though mixing these two isn't out of the question. Choosing between them is about what skills and weapons you will be using: basically, *Weapon-Based Skills want Strength* (Strength boosts both Physical and elemental weapons, and increases crit damage for everything), and *Flat Damage Skills want Focus* (Focus doesn't boost Physical damage from weapons, but only Focus boosts Flat Damage effects, and Focus also increases your Max Mana for skills). + Note: some Weapon-Based Skills will convert your damage into one particular element (like the Embermage's Magma Spear, saying /"X% of Weapon DPS as Fire"/). Skills like that will get the bonus from Focus for being elemental even if your weapon is purely Physical, and these skills always benefit the same from Strength and Focus. + If a skill has both Weapon-Based Damage and Flat Damage, then Focus ends up being better than Strength. Endgame items lean towards all kinds of weapons being at least partially elemental, if not fully elemental, so Focus boosts the Weapon-Based part as well as the Flat Damage part. * *When dual-wielding, the weapon on the* *left slot of the inventory screen is your main weapon*. Weapon-Based Skills will calculate their power from only this left weapon, and won't inherit any extra attack effects from the ignored weapon. Flat Damage Skills will ignore all weapons. Ignored weapons can still help with passive character bonuses, like +Strength and +Focus, or /"X% chance to cast ___"/, or /"+X% Weapon Damage if dual-wielding"/, or /"X% Faster attack/cast/ /speed/", or/"+X% Bonus to Critical Damage"/, or /"+X% Critical Hit Chance"/, or /"+X% (Element) Damage/" and such. But weapons that aren't Weapon-Based will *never* trigger on-hit effects (on-kill still works). * *"+17 Fire Damage"**-type effects from equipment:* o Several socketables and a few armor pieces will have these effects. *They don't increase your damage of that element, they ADD exactly that to your weapon. *So if you have a sword that deals Physical damage, and put a gem that adds Fire damage, it will now also deal that shown Fire damage on your autoattack and skills that inherit weapon effects (Flat Damage skills don't benefit at all). Added damage from multiple sources will stack with each other and scale with Focus, but the entirety of added damage is separately reduced by enemy armor so they can't give you big increases, and added damage does *not* boost your WeaponDPS skills from the increase in calculated DPS. Added elemental damage can be useful by allowing you to cause the elemental status effects that your weapon doesn't already deal damage as. + There's also the/"X Damage over time"/ effects from weapons or socketables. These come in much higher damage, and they /do/ go through armor, and also improve with Focus. /This/ is the one you want for pure damage. * *All elemental damage dealt from any attack can cause the respective status effect of that element* (excluding DoTs and damage reflection, which never cause them). *Fire* can burn, applying a DoT for extra damage. *Ice* can freeze, slowing down movement and actions. *Poison* can poison, reducing Physical and Elemental armor by one third, as well as lowering the damage the poisoned target deals by one third. And *Electric* shocks enemies, making them release bolts when hit that may strike other nearby enemies for damage. o Burning damage is Fire-elemental and Focus-based. You can't stack multiple burns, but burning is guaranteed to happen whenever you crit with Fire-elemental damage. The shock bolts calculate their damage as a certain percentage of your Weapon Damage, rather than Weapon DPS, so they can be very weak if you don't use 2-handed weapons. * Some skills generate charge, but most don't. It is probably for the best to make sure that your build does have a main attack skill that can build charge. * You can hit destroyable map objects with charge-building attacks to gain charge, or just stop yourself from losing it. You can also proc on-kill effects by stepping on critter. Engineer Skills It is recommended for every Engineer to max Healbot and Forcefield. Lacking attack skills that generate charge can be fixed with the Charge Domination passive, which makes all attacks (excluding minions) have a chance of instantly giving a full charge upon any kill. As an Engineer, the general builds you can make are: * Melee, primarily using Emberquake. 2hand is recommended over sword-and-shield ^(suggested stats: Strength and/or Focus, plus some Dexterity) * Cannon and minion-summoning, dealing low attack damage but having easy crowd control for minions ^(suggested stats: Strength and some Dexterity) * Shield Bash Engineer, being the closest thing there is to a tank ^(suggested stats: pure Focus, and Vitality if you want) * Pure minion summoner, primarily using Spider Mines. Shield recommended ^(suggested stats: pure Focus, and Vitality if you want) Blitz tree * Flame Hammer* (Weapon requirement: a melee weapon equipped, in the main hand) Rating: 4/5 Basically, this is a good primary attack skill, but is completely outclassed by the final skill of this tree, Emberquake. If these are of your interest, it is recommended that you use Flame Hammer as you level up, and then respec for Emberquake after level 42. (This can be done without mods by keeping only one point in Flame Hammer, removing that point with the town respec NPC to dump points on other skills except one point, then putting that single point back in Flame Hammer) Also, the splinters of Flame Hammer scale with WeaponDamage instead of WeaponDPS, being weak if used with fast 1-handed weapons, and better if with slow 2-handed weapons. * Seismic Slam* Rating: 3/5 Crowd control skill. Stomps the ground, instantly hitting 360 degrees around you, dealing minor damage and having 64%-92% chance to stun each enemy hit for 2 seconds. Range goes from 4 meters away to 10 meters away, with 10 being over halfway across the screen. Less notable for Engineers with two-handed weapons, they already have an innate stun chance for attacks. The damage itself of this skill is not notable as it's Focus-based and mostly from a DoT, and skill DoTs do not stack with each hit. [Does not generate charge] *Ember Hammer* (Weapon requirement: a melee weapon equipped, in the main hand) Rating: 1/5 It's meant to be a good melee attack skill, but isn't. The reach is decent, but it only hits once with roughly your DPS and the animation takes way too long, so its real damage isn't good. And staying still with that animation next to enemies like that is just begging to get hit yourself. The damage multipliers mentioned in its tooltip sound good, but are actually applied in damage calculation in the worst possible way, to the point of people claiming this skill must be glitched. The bonuses that actually happen are not even notable. This skill is guaranteed to break shields, so it can be used, kept at rank 01, just to first-hit a strong shielded enemy and nothing else. Not at all necessary, but may be convenient at times. [Does not generate charge] *Onslaught* (Weapon requirement: a melee weapon equipped, in the main hand) Rating: 4/5 Debuff skill. Jumps to targeted spot and deals a medium AoE that applies a slow. The damage is not notable as an attack compared to better skills, but the 50% slowing is GREAT, especially on bosses. It lasts 16 seconds at max rank and the tier bonuses make the mana cost stay the same as you increase the rank. This is also the Engineer's teleport skill, easily getting you out of trouble, as you go through enemies during this skill. You can even use it just to walk faster. [Generates charge at a reduced rate, but can be faster due to AoE] *Ember Reach* Rating: Variable/5 This is basically a force pull. It drags one target closer to you, which has little use in singleplayer but might be useful for multiplayer. Each cast attempts to pull by a set amount, with heavier monsters being pulled much less. The weakness to Physical damage that this adds at higher ranks isn't particularly useful, except for ShieldBash-spamming Engineers, and minion-summoning Engineers, as Shield Bash and most minions deal damage purely in Physical. Ember Reach can/should be used for these builds because of the debuff, drastically increasing the damage output, with enough points in Ember Reach. [Does not generate charge] *Storm Burst* Rating: 2.5/5 This is a secondary attack skill for melee builds. A 6-meter dash attack with added knockback, 2sec cooldown. The idea is to use this for the dash to hit enemies that are packed together, applying the knockback to them, giving you some room to attack an enemy without immediately getting ganged up on. But the dash follows some physics/logic and can sometimes stop dead in place for no apparent reason. Also, each enemy hit by the dash will slightly refill your mana pool, giving you a small profit in mana if the dash hit multiple enemies, so this can be used at opportunistic times just for that. But note that the mana cost raises with higher ranks. Also, sparks are released on hit for minor damage on more enemies, but the sparks don't count towards the mana refill, only enemies you hit with the dash. [Does not generate charge] * Emberquake* (Weapon requirement: a melee weapon equipped, in the main hand) Rating: 5/5 An excellent primary attack skill, the go-to for weapon builds. It works similarly to the starting Flame Hammer, but Emberquake is simply better. The homing projectiles from Emberquake pierce through enemies, unlike Flame Hammer's, and casting Emberquake never expends any charges, which is great as you should be keeping them for Forcefield, as an Engineer. Emberquake, like Flame Hammer, does not generate any charge outside of the Charge Domination passive skill. Getting it is a must. Emberquake can be kept at rank 10 to not increase the mana cost further. Emberquake has a 0.8sec cooldown, not being able to take advantage of CastSpeed bonuses. Works much better 2hand due to the innate stun chance from Heavy Lifting. [Does not generate charge] PASSIVE SKILLS: * Heavy* *Lifting *(Weapon requirement: a 2hand melee weapon, or a cannon) Rating: 5/5 This is a "2hand mastery" passive. Works with any 2hand melee and cannons. Maxing this is a must for these weapons, this is the point of using them. Ends at +30% Stun Chance (which applies to autoattacks and WeaponDPS skills) and +30% Attack Speed (which does factor onto your DPS calculation for WeaponDPS skills, increasing their damage). Lacking a shield is not as big of a change as you would imagine, as Engineers use Forcefield a lot, and Forcefield gets hit even if you score a shield block. So having a shield to block is meaningless whenever your Forcefield is up. * Supercharge* (Weapon requirement: a melee weapon, in the main hand) Rating: 3/5 For melee builds. Requires a melee weapon equipped in the main hand in order to activate. This skill adds a chance for your autoattacks, and WeaponDPS skills, to give you a 10-second buff on hit. When this buff is active, all autoattacks you do trigger an instant additional swing. The damage of the extra swing is 25%-95% of your normal weapon damage. Also, when this buff is active, you have a bonus to charge obtained, for all attacks that build it (3%-45% more). While this makes autoattacks more decent, this does not improve the damage of skills themselves. The bonus to charge obtained is useless to skills that don't have it (such as Emberquake), and can be redundant since it is recommended to use the Charge Domination passive. Supercharge can be dispensable. *Coup de Grace* Rating: 5/5 Recommended for any build that uses Strength, worthless otherwise. Coup de Grace will deal Strength-based damage every time you hit a stunned enemy, proccing from any autoattack or skill you do (excluding minions). Coup de Grace won't proc on the same enemy more than once per second. Excellent for 2hand melee Engineers or cannon Engineers as they have an innate stun chance from Heavy Lifting. Coup de Grace gets boosted by the "Fire and Spark" passive. Construction tree * Healing Bot* Rating: 5/5 Summons a helper that lasts forever and doesn't get attacked by enemies. It follows the Engineer that summoned it and will automatically restore HP to all nearby players, and even mana after rank 05. Every Engineer should max this skill. Simple as that. [Does not generate charge] *Blast Cannon* (Weapon requirement: cannon) A must for cannon Engineers, and not even available without a cannon. This is an alternative to using the cannon autoattack. Your autoattack hits wide but short, Blast Cannon goes the full screen in a line, piercing through enemies. Blast Cannon can be freely aimed when held if you start when not highliting an enemy. Blast Cannon benefits a lot from +CastSpeed bonuses. While the weakness it adds is practically ignorable, the blind is great, affecting even bosses. Blast Cannon can be kept at rank 10 (mana cost 20) instead of rank 15 (mana cost 34), if you prefer. [Does not generate charge] * Spider Mines* Rating: 5/5 Summons three spider minions that follow you around, are invisible to enemies, and will immediately suicide bomb on the first enemy they see, instantly killing the spiders and dealing AoE damage to enemies. They deal minion damage, not scaling from any of your stats, only the minion bonuses from your equipment. Has a short cooldown (3sec at rank 01, and 1.6sec at rank 15). The spiders will live and follow you for up to 15-29 seconds. Since they follow you, and most of their damage comes from their unstackable DoT anyway, Spider Mines can be useful in any kind of build by throwing them between rotations. And you can summon them when there are no enemies on the screen, between fights, so they do an instant damage spike to the next group of enemies that appears. 9 spiders can be summoned at the same time. [Does not generate charge] * Gun Bot* Rating: 3/5 Summons a temporary minion. It follows you around, is invisible to enemies, and automatically fires at any enemies at around half the screen away. It always lasts 1 minute, with the summon cooldown being 2 and a half minutes at rank 01, and 1 minute and a half at rank 15. Deals minion damage, not scaling from any of your stats, only the minion bonuses from your equipment. A must if you wanted a minion build, can be dispensable otherwise. [Does not generate charge] * Shock Grenade* Rating: 2/5 This skill is largely unnecessary. The damage is extremely small, the notable effect is the stun chance. If you use a cannon, you already have great odds of stunning with any attack, and Engineers about Emberquake can already stun from Heavy Lifting and don't need to get close and dangerous either, though Engineers might find the particularly long stun of this skill useful. This skill will expend charge points to arc-fire two more grenades, which might not be convenient. But can be good for minion builds, to assist them with this AoE stun, as they'll be your source of damage anyway. Better than Seismic Slam in this aspect. [Does not generate charge] * Fusillade* (Weapon requirement: cannon) Another must-have skill for cannon Engineers that also can't be used without a cannon. The cannon autoattack is a short cone, Blast Cannon pierces in a straight line, and Fusillade specializes in everything beyond halfscreen. Fusillade continuously fires projectiles slightly upwards, which will then descend and home in on enemies. They go about halfway across the screen before getting low enough to hit enemies at your height, so there's a dead zone close to you, but Fusillade will easily hit enemies farther than that, even around corners or over holes or walls. Fusillade becomes much more reliable after the second tier bonus, where the projectiles explode even if they hit the ground, and deal their damage as AoE. [Does not generate charge] * Sledgebot* Rating: 4/5 Summons a temporary minion. It will fight enemies and can tank aggro. It's a strong minion and even learns some skills of its own. It lasts 30-72 seconds depending on rank, and the cooldown is 90sec in all ranks. Deals minion damage, not scaling from any of your stats, only the minion bonuses from your equipment. A must if you wanted a minion build. [Does not generate charge] PASSIVE SKILLS: * Bulwark* At max rank, gives +16% Damage Reduction to Physical, and adds 30% to Physical armor. Not too small, but not at all big either... You can skip out on this for the points. * Fire and Spark* At max rank, adds a +75% damage bonus to your Fire and Electric damage. This affects everything except minions. Most builds will have skills that warrant you maxing this. * Charge Domination* Gives a 3%-10% chance to instantly get your charge to full whenever you kill an enemy. This applies to all attacks and skills, except minions. This is a must for every Engineer, excluding pure minion summoners that never attack themselves. Charge Domination is useful even if you keep it at a low rank. Aegis tree * Shield Bash* (Weapon requirement: shield) Rating: 4/5 Shield Bash is a low-cost "get off me" skill that raises a hitbox 360 degrees around your character and then does a step forward, easily hitting every adjacent enemy. It's a safe melee skill, being fast, dealing a bit of knockback, briefly slowing enemies, and having a 60%/88% chance to stun for 1sec/3.8sec, shoving non-heavy enemies away and giving you a time advantage. Shield Bash also generates a lot of charge. The damage itself is no big deal, but a build can center around it to make it good as your primary attack too. It scales with your Focus and the armor value of your shield. With a Focus build, and keeping an eye out for high-armor shields and +Armor socketables for them, Shield Bash can work as a primary DPS as well, working as the only tank build in the game, being able to mantain ground instead of having to run for space. For extra damage on this skill, consider Ember Reach and Tremor. Your weapon's power is irrelevant for this, you should use weapons that give you +CastSpeed, easier to find on blue wands. [Generates charge, and very quickly] *Forcefield* Rating: 7/5 Basically, this is the best thing in the entire game. Every Engineer should max this. When cast, it puts a barrier on you, which protects you from a certain amount of damage. It starts off weak, but only gets stronger and stronger, later covering for several times your Max HP (meaning you would have to take enough damage to die multiple times for the thing to even wear off). Every other player nearby also gets their own barrier when you use it (with half its normal HP, or normal after rank 10+). Forcefield will expend your entire charge bar when cast to strengthen the barrier. You WANT it to do that. The usefulness of this outweights the usefulness of expending charges for any other Engineer skill. After Forcefield begins to be decent, anyway. Forcefield only improves with skill points and your level. No stat matters. Note that blocking with your shield while Forcefield is active will /still/ drain HP from Forcefield. This is why you don't actually lose out on a lot of defensiveness if you do 2hand over sword-and-shield as an Engineer, and 2hand is recommended for melee builds. [Does not generate charge] *Overload* Rating: 1/5 Deals damage to nearby enemies at 360 degrees, applying massive knockback to all. Overload will expend your entire charge bar to boost the damage dealt, but this is not actually a good trade at all, as Overload's damage is actually very low to begin with. It's a lot like one hit from Emberquake, except Emberquake hits 8 times instead of once. Overload is also locked at a 1.4sec cooldown. The most mileage you can get out of this is using it exclusively for the knockback it causes to everything around. But even that is faulty because you still would need to watch out and not let it waste your charges. [Does not generate charge] *Dynamo Field* Rating: 1/5 This is a skill dedicated to building charge. Deals small damage to nearby enemies at 360 degrees, with each hit building your charge a set amount. This usually is just redundant to spend points on. But a pure minion summoner Engineer can make good use of this, by using it to charge for Forcefield which is otherwise very hard for a minion build, and up this AoE damage to medium levels with a Focus build (and also Fire and Spark). [Generates charge, very quickly] *Tremor* Rating: 3/5 A debuff/crowd control skill with 10-sec cooldown, mainly for minion builds, or a ShieldBash-centered build. Tremor affects nearly the entire screen, doing some knockback to monsters and applying a 10%-38% weakness to Physical damage, and a few other small effects. If you have one full charge available, Tremor will expend it to deal WeaponDPS damage too. If it deals the damage, it will inherit all weapon/attack effects. Very good at proccing hit effects if you use it against a huge number of enemies. [Does not generate charge] *Fire Bash* (Weapon requirement: shield) Every build should ignore this, except ShieldBash-centered builds. For a ShieldBash-spamming build, this is an AoE skill with a rare, good DoT damage, assisting in damage as you more safely use Shield Bash. The DoT does not stack. Boosted by the Fire and Spark passive. Fire Bash is way too weak if not mantaining shields for the sake of shield armor like as with Shield Bash, and normal melee builds will have Emberquake stronger than this could be in any way. [Does not generate charge] *Immobilization Copter* Rating: 4.5/5 Summons a permanent minion that is invisible to enemies and follows you, like the Healing Bot. The Copter will stay nearby enemies and slow their movement and actions, more with more skill points (-20% movement and -30% actions in rank 1, and -46% movement and -58% actions in rank 15). The later tier bonuses will make the Copter also do minion damage and potentially Interrupt enemies in place. If you're not maxing this, it still is recommended to have it at rank 01. Still slows, still lasts forever. [Does not generate charge] PASSIVE SKILLS: * Sword and Board* (Weapon requirement: shield)* * This skill basically is glitched and does not help. Pretend this does not exist. The tooltip says that it adds the number directly as weapon damage, which is incorrect. The only thing it actually does is add an "+X Physical damage" effect to your character, just like an iron gem, but this effect does not influence damage calculation as to your weapon, and is individually reduced by enemy armor, easily resulting in this effect adding only 1 damage per hit. Putting points in this skill shows an increase in your DPS in the stats page, but this effect does NOT translate into WeaponDPS skills dealing more damage because of that increase in calculated DPS. Do not spend any points in this skill. * Aegis of Fate* Points here are dispensable. Adds a 2%-16% chance to cast an Aegis barrier on yourself whenever you're hit, that protects you from a bit of damage. It's free and instant but not strong at all. The chance to activate it is only rolled for when you actually take HP damage; absorbing with Forcefield/Aegis, or blocking with a shield, has no chance of activating Aegis. This and the low chance makes Aegis not very appealing, especially for the endgame, where getting hit without the Forcefield is guaranteed to hurt. * Charge Reconstitution* Bad. Heals you slightly whenever you expend any charges. This would synchronize well with attacks that spend one charge at a time, but Charge Reconstitution isn't actually very good at all (at max rank, it heals you at the same rate as a standard 8-second potion, but is activated for only 2 seconds at a time, and also with a 2-second cooldown). And relying on sponging and regenerating damage is not viable at all outside of the earlygame/easier difficulties, as enemies simply hit way too hard per hit. You'll want to be near full health at all times instead of leisurely refilling it during battle, and having your Forcefield trivializes the use of this, as you'll be mileaging it instead of your health bar, and you already passively heal thanks to the Healbot, and you can always heal yourself faster from the cheap standard potions anyway. Berserker Skills Do check out what I say about the passives. Some of them don't explain themselves too well on the in-game tooltips. As a Berserker, the general builds you can make are: * "Autoattack, melee skills like Raze, and Wolf Shade" melee Berserker ^(suggested stats: Strength and Dexterity) * Ranged Berserker, via Wolfpack with Storm Hatchet, equipping a melee weapon to trigger passives, taking a lot of levels to shine but being pretty OP ^(suggested stats: Strength and Focus) Hunter tree * Eviscerate* (Weapon requirement: a melee weapon equipped, in the main hand) Rating: 2/5 Uses your WeaponDPS to do a wide sweep bigger than an autoattack. The sweep has an added DoT, but the DoT is Focus-based, unstackable and weak. Builds charge, but only at a smaller rate than normal. The final skill of this tree, Ravage, is more or less a better version of Eviscerate, hitting 360 degrees with a longer reach, and standard charge generation. [Eviscerate generates charge at 1/3 the normal damage-to-charge rate] * Howl* Rating: 5/5 Great. Get it. Debuffs enemies at 360 degrees, slowing their movement and actions by 15%-43% (stacks with other slows), and also makes them take 15%-43% more damage from /everything/ while it lasts. The debuff lasts 6-13 seconds, which is enough. Howl has a very fast animation and no cooldown. This is very useful for everything! It even boosts the damage that other players do to those monsters, and the slow applies even to bosses. The range grows to be good even for ranged builds. You would have to be struggling for points so much in order to /not/ max Howl. [Does not generate charge] *Raze* Rating: 4.5/5 This is a great melee attack. If you're doing a melee Berserker, GET THIS. Raze does a fast swing in a narrow cone in front of you, borrowing a big amount from your WeaponDPS, and adding a guaranteed attempt at an Interrupt on hit. So a lone enemy can be locked still as you spam Raze for damage. And every cast of Raze gives a 5%-75% addition to damage for you, to all elements, for 2 seconds, so Raze gets stronger every time, and once you've finished off the enemy, you keep the buff for the next enemy. Raze can hit multiple enemies at once, if you cast it while not highliting an enemy. Do make use out of this. The damage bonus is still only applied once per cast. Note that each enemy has its own chance of resisting the Interrupt. Raze itself does fairly high damage. [Does not generate charge] *Wolfstrike* Rating: 4/5 A secondary attack for melee builds. A 6-meter dash attack with added knockback, and a good stun chance too. With multiple enemies close to you, just dash to scatter them and possibly stun each, giving you some leeway to attack one without immediately getting ganged up on. Has a VERY fast animation, and a cooldown of half a second. This is an useful utility for any melee build. This skill deals your WeaponDPS as pure Physical, so the Focus stat can't boost the damage of this skill from having elemental weapons. [Does not generate charge] *Battle Rage* Rating: 3/5 A 60-second self-buff with a 50-second cooldown. Every melee build will be interested in this, meh for ranged builds. Battle Rage gives a 3%/10% addition to damage of all elements to you, for every enemy within 4-6 meters. At max rank, you also get 7% Damage Reduction to Physical for every enemy. If we say 4 enemies, that a +40% damage bonus to you (stacked additively to other such bonuses) and +28% Physical Damage Reduction added. Berserkers (and Engineers) start the game with 25% Dmg Reduction (cap: 75%). With a 25% reduction, you get hit for 75%. By adding this +28% Physical Reduction, your Physical Reduction goes to 53%, so you get hit for 47% damage instead of 75% damage, cutting 1/3 of all Physical damage you would take with only the natural 25% reduction. Though anything elemental still hits just as hard. [Does not generate charge] * Rupture* Rating: 2/5 Ignore this skill. Shoves only one enemy for a little knockback while taking one step forward (the knockback might not save you from a strike). A second afterwards, an explosion comes from the enemy to deal AoE damage (can't re-apply until after the explosion finishes). But the explosion only deals Focus-based damage; It's worthless for builds that don't mostly do Focus, and builds that /do/ use Focus will use Wolfpack instead, which is straight-up better. [Does not generate charge] * Ravage* (Requires a melee weapon equipped, in the main hand) Rating: 3.5/5 Basically an AoE melee. Has a fast animation with no cooldown, reaches 4/5 meters away, hits at 360 degrees, is stronger than autoattacking, and deals damage in three separate hits to improve attack effects/procs. The problems are that Ravage still doesn't deal very high damage for each enemy, and eats through mana fast. And if you're at this level already, you can try out Wolfpack which is overall better for all situations, after Wolfpack's first tier bonus, although Wolfpack does not generate charge. Ravage has a much reduced crit chance as it is the same as the WeaponDPS displayed. A 40%WeaponDPS means it has 40% of your crit chance; if fully charged to have 100% crit chance, Ravage will have only 40% crit chance instead of 100%. [Builds charge, at the normal rate, very well due to AoE] PASSIVE SKILLS: * Blood Hunger* (Weapon requirement: a melee weapon equipped, in either hand) Heals 5%-12% of your max HP, over 1 second, after scoring any crit. What the game doesn't tell you is that you can't stack this by scoring a lot of crits very fast: you can only heal up to that amount per second, making this skill far less useful than it should be. Points more than one point in this skill is not usually recommended. The in-game tooltip lies: Blood Hunger works for any attack, but only works if a melee weapon is equipped (in either hand). *Executioner *(Weapon requirement: dual-wielding) A "dual-wielding mastery" passive of sorts. Increases the chance to execute (which is, autoattacking with both weapons at once when dual-wielding) by 2%-30%. Also, successfully executing at all will give you a 2-second buff that increases the amount of charge you generate at that time, by 6%/48%. While obviously a neat addition if you're intending to do a dual-wielding, autoattack-happy build, this can be pretty useless to anything else. This does not increase your damage in any way aside from the extra execution chance. *Rampage* (Weapon requirement: a melee weapon equipped, in either hand) A must. The most fun thing about Berserkers. This adds a 5%-33% chance to activate a buff upon any kill. This buff increases your walking speed by a lot, and gives a +25% speed bonus to AttackSpeed and CastSpeed. Lasts for 5 seconds but can proc again while active, resetting the duration, easily keeping it active in a fight. The CastSpeed bonus is a huge deal for any skill that doesn't have a cooldown, making recasts much faster and killing enemies quicker. The AttackSpeed bonus is just as useful for autoattacking, but the faster AttackSpeed also increases your DPS, and this /does/ translate into WeaponDPS skills dealing more damage per hit because of that increase. Rampage helps just about everything. The in-game tooltip lies: Rampage works for any attack, but only works if a melee weapon is equipped (in either hand). Tundra tree *Frost Breath* Rating: 2/5 This is an active support skill to help you melee hit enemies more safely, but it's not that reliable. It attacks in a long and wide cone in front of you, with a 80% chance to attempt to cause immobilization, in all ranks, for 4 seconds. Immobilized enemies simply can't walk, but most enemies have a slightly shorter melee range than players, so if you go to autoattack an immobilized enemy, it won't be able to attack back, just being a sitting duck. But each enemy has its own chance to resist the immobilization attempt every time it is successfully rolled for. Using this skill can often result in nothing receiving the status effect. The weakness effect is too short, and the freeze chance is too small. [Does not generate charge] *Stormclaw* (Only affects the autoattacks of melee weapons) Rating: 2/5 This self-buff makes your melee autoattacks trigger a chain lightning... But autoattacking isn't all that great before this, and still not much better after this. Lasts 40 seconds with a 20-second cooldown, 50% chance on hit in all ranks. The lightning does 40%-82% of WeaponDamage. From what I can tell, the only attack effect inherited by the chain lightning is ArmorReductionPerHit. [Does not generate charge] *Storm Hatchet* Rating: 3/5 in general, 5/5 for utility at max level This is a fullscreen single-target attack that is below average as an attack, planting the enemy in place for 1.6seconds/3.4seconds, so you can melee them safely if their reach is smaller than yours. But this also has the added effect of giving a set amount of charge per hit. The early amounts are very low and don't make this skill very notable, generating 5% at rank 01, and 9% at rank 14. But rank 15 changes that to 91% per hit (the tooltip reads 19% but that's a typo, 91% is what you get from it), and the second tier bonus makes you throw three hatchets per cast, so you easily fill the whole bar in one cast. This is an insanely good utility, letting you be fully charged 90% of the time to spam your strongest attacks (aka Wolfpack). [Generates charge well, can fill in one cast at max rank] *Northern Rage* Rating: 3/5 A secondary attack skill for melee builds. Fires a few projectiles from the ground that go in completely random directions, only reliably hitting enemies within melee range. The projectiles deal medium damage and have an added knockback and a high chance to freeze (80% chance in all ranks, for 3-10 seconds depending on rank), with this common frost slowing enemies by 33% (stacks with Howl) and acting as an easy way to proc the Shatter Storm passive. The damage itself can't be made very high (or reliable), and all hits from Northern Rage have a reduced crit chance, even during the charge bar effect. [Does not generate charge] * Ice Shield* Rating: 5/5 A must for every Berserker. This self-buff lasts 10 seconds and has a cooldown of 8, and what it does is give you a chance to reflect all reflectable projectiles. At rank 10, it is /guaranteed/ to reflect anything that can be reflected, so you're practically invincible to them permanently. Just remember to cast it when you see a fireball coming your way. The casting animation is fast. It's recommended to have it at 10, and no more than 10, where the chance becomes 100%. Putting more points will increase the mana cost like any skill, and the other increases past this point are practically meaningless. [Generates some charge upon reflecting a projectile] *Permafrost* Rating: 2/5 A debuff skill. Permafrost instantly hits everything up to 16 meters away from you, which is almost the entire screen. This Focus-based damage is pitiful without a Focus build, and still not notable even with specialization. This skill could only be notable to melee builds, for the small chances to immobilize and freeze entire groups. [Does not generate charge] * Glacial Shatter* Rating: 5/5 A targeted AoE skill: casts geysers around the target area, dealing AoE damage once and having good chances to blind enemies for 5 seconds, where they refuse to follow or attack anything that isn't touching feet with them. Melee builds can use this too for the useful blind, but you can use this as a primary damage skill as well if you use a Focus build and max the Cold Steel Mastery passive. Though Wolfpack is still better in terms of damage output. Any build at all can take Glacial Shatter to use against bosses, blind-locking is very very good. Glacial Shatter has a cooldown of 1 second so it can't benefit from +CastSpeed. Glacial Shatter has a reduced crit chance, not getting much better damage from the full charge bar. [Does not generate charge] PASSIVE SKILLS: * Cold Steel Mastery* (Weapon requirement: one melee weapon equipped, in either hand) Gives an additive bonus to Physical damage (+30% at max rank) and Ice damage (+90% at max rank). This is a go-to for every Berserker, as every Berserker build can benefit from at least one of these. The in-game tooltip lies: Cold Steel Mastery works for any attack, but only works if a melee weapon is equipped (in either hand). *Shatter Storm* It's recommended for every Berserker to put a point in this. With just one point you already get 100% chance to activate Shatter Storm, automatically done so whenever you kill an enemy that was frozen, which happens where the enemy was and attempts to inflict the immobilization status effect to every other nearby enemy for 3 seconds, so you can safely hit them for free. Even if you don't use Ice skills, any Ice damage can freeze, even if it's just a little Ice damage coming from your weapon. With more points, you slightly increase the duration of the immobilization (3s/4.4s) and add a chance to freeze these enemies as well, easily proccing it again (5%-75% re-freeze chance). It also adds a weakness to ice damage (5%-75%). Shatter Storm procs from all attacks except minions. * Rage Retaliation* It's recommended for every Berserker to put a point in this. Rage Retaliation will automatically do an instant free attack on any enemy that succeeds a strike on you at close range, hitting for 120% of your WeaponDPS (160% at max rank, inherits effects). At rank 01, it has a cooldown of 2 seconds between strikes, with the cooldown lowering with more points, eventually having no cooldown between targets, but won't ever activate more than once per second on the same enemy. Leaving it at rank 01 is already good enough for most of the time, with only dedicatedly melee Berserkers getting more use out of that. You need to actually take HP damage to proc Rage Retaliation. Blocking with a shield or absorbing with an Engineer's Forcefield won't ever proc Rage Retaliation. Shadow tree * Shadow Burst* Rating: 3.5/5 A melee attack that leeches HP. Might be a godsend for earlygame/easier difficulties, not so much for endgame where you just get hit too hard. Does a quick 9-meter dash forwards and goes through enemies, dealing very low damage but healing some HP per hit, increasing with every rank. The heal is 5%-12% of your max HP over 1 second, stacking with each hit. Can heal even more per cast if you hit multiple enemies. It is recommended to not put points in Shadow Burst past the 10th. Rank 10 heals 9.5% and costs 22 mana, while rank 15 heals 12%, barely more, and costs 37 mana. Shadow Burst is also the Berserker's teleport skill to get you out of trouble even if just at rank 01, and can even be used just to walk around faster. [Does not generate charge] * Wolf Shade* Rating: 4/5 Summons a temporary minion. It has a cooldown of 1 minute and lasts 15/30/45/60 seconds depending on rank. This is a relatively strong minion, and a portion of the damage it deals is instantly given as HP to you. This skill is a must for melee Berserkers, as it can even tank some aggro for you. [Does not generate charge] * Shadowbind* (Requires a melee weapon equipped, in either hand) Rating: 4/5 An area debuff that makes enemies take more damage. Marks enemies in the targeted area for a good amount of time. Each time you hit any enemy with autoattacks, or any WeaponDPS skills, all marked enemies will instantly take damage. The more you land hits, the more you proc Shadowbind damage. This damage does not seem to inherit most attack effects, but does inherit ArmorReductionPerHit, doubling the rate at which you inflict it. All marked targets take damage, and you don't need to hit another enemy that's also marked. Hitting a marked enemy will deal damage to even that enemy, working even if there is only one enemy. Shadowbind will only proc by attacks done by the player that cast it. The in-game tooltip lies: you don't transfer the damage dealt to the marked enemies, you simply do an instant strike on marked targets for the listed percentage of your WeaponDPS (which goes from 15% to 43%). Shadowbind does *not* work with the following skills: Rupture, Frost Breath, Stormclaw, Northern Rage, Permafrost, Glacial Shatter, Shadow Burst, Savage Rush. [Does not generate charge] *Savage Rush* Rating: 0/5 Useless. Pretend this doesn't exist. This deals damage by a small number of your Weapon/Damage/, so it isn't notably good even with 2-handed weapons. This skill scores hits very fast, but does not inherit most attack effects so that is meaningless. The DoT is Focus-based and doesn't stack with multiple hits. And the armor debuff seems to be intended as the big draw, but is largely redundant, as a Berserker will already be reducing armor with almost any attack done. This would've been useful just to run faster with that walk speed bonus, but holding left-click and using Shadow Burst makes you go even faster. [Does not generate charge] *Chain Snare* Rating: 0/5 This skill pulls all nearby enemies even closer to you. /You don't want this./ What you want at all times is to /not/ lose HP. The damage is very low, there's a cooldown of 1 second, and stuns can be resisted, on top of the chance of them not being successfully rolled for, so you can't reliably stun or stunlock enemies with the added stun. Especially with this stun barely lasting at all when it does work. [Does not generate charge] *Battle Standard* Rating: 4/5 Marks a 18-meter-wide circle on the ground, which buffs all players, pets and minions within it. The mark lasts for 25 seconds (50 at max rank). The effects, depending on rank, are +12%/40% Dodge chance, +70%/98% Knockback Resistance, +12%/40% charge generation, and constant mana regeneration (a good 12 per second at max rank and max level, covering for the cost of this skill in 4 seconds). The mana regeneration is useful to everything, and melee builds might appreciate the extra dodge and charge. [Does not generate charge] *Wolfpack* Rating: 7/5 A primary attack skill, the best there is. You can skip the rest. Can do close-range and long-range, single-target and AoE, straight lines and around corners. Has the best damage out of anything the Berserker can do. The only problem is that it costs almost as much mana as Ravage, it's not very reliable to but it's possible to get enough mana regeneration to make it viable for frequent use. Wolfpack releases a set of wolves forward, which work as homing projectiles that move along the ground. It's a lot like Emberquake, even when comparing the damage of each projectile, but Wolfpack is even stronger, is guaranteed to land all projectiles from point-blank, and the wolves are much more reliable to land, missing zero released wolves at a full-distance enemy. Wolfpack has no cooldown, getting the full benefits from increased CastSpeed. Starting at rank 05, Wolfpack projectiles will pierce to hit multiple enemies, and starting at rank 02, Wolfpack will get WeaponDPS, inheriting all attack effects and procs. After these, Wolfpack also becomes the best method in the game to score procs. Wolfpack generates no charge, but Wolfpack itself is the best attack to spam after getting full charge. You can max Storm Hatchet, using it to fill the charge bar just to spam Wolfpack. This has the highest base damage for a Berserker, but Wolfpack also works with every buff and passive the Berserker even has, since they require melee weapons but not actual melee attacks, being able to do everything at once. (Weapon with Ice damage = freeze = Shatter Storm) You can get the damage to ridiculous levels by using a number of the following: Howl, Shadowbind, Raze's buff, Shred Armor, Rampage and Cold Steel Mastery [Does not generate charge] PASSIVE SKILLS: * Frenzy Mastery* Usually recommended for every Berserker. This extends the duration of the charge bar effect from 6 seconds to 13.5 seconds at max rank. * Shred Armor *(Requires a melee weapon equipped, in either hand) Maxing this is a given for any Berserker. Adds a natural ArmorReductionPerHit effect to your weapons. A good amount of it, too (-687 at max rank and max level), and it stacks with more of such effects. This affects autoattacks, plus all damaging skills, except the following: Rupture, Permafrost and Glacial Shatter. It also gives you a set amount of Physical armor points per hit dealt, stacking, with each individual stack lasting 3 seconds (each giving +227 armor at max rank and max level). This excludes the same skills as above, but also Frost Breath, Stormclaw, Northern Rage, Shadowbind and Savage Rush. *Red Wolf* It's recommended for every Berserker to have a point in this. Whenever you score any crit, Red Wolf will activate and instantly deal a bit of damage to up to 2 enemies within melee reach of you, with Red Wolf having a cooldown of 1 second. The good thing about Red Wolf is that it itself can crit, and crits have an innate Interrupt, so Red Wolf may Interrupt an enemy that was about to hit you. More points do nothing but increase this Focus-based damage. Usually dispensable. Outlander Skills If you're using a bow/gun build, do consider using /"ArmorReductionPerHit"/ and /"X Damage over 5 seconds" /socketables and weapons. As an Outlander, the general builds you can make are: * Pistol/bow, or Shotgun, Outlander using gun skills, being a little weak before getting Venomous Hail ^(suggested stats: Strength and Dexterity) * Focus and glaives Outlander, pairing a shield with high ranged skill damage ^(suggested stats: Focus, maybe some Vitality if using a shield) * Minion summoner Outlander, using Bane Breath and Repulsion Hex ^(suggested stats: Focus, maybe some Vitality if using a shield) Warfare tree * Rapid Fire* (Weapon requirement: a bow/pistol/shotgun in the main hand) Rating: 4/5 Works as a primary attack skill for gun/bow builds, and can keep particular kinds of monsters at bay as a hard counter. Continuously fires short-range projectiles that go in a straight line, piercing through mobs. Inherits all attack effects/procs and adds a bit of ArmorReductionPerHit and knockback, dealing about decent damage and keeping packs of lighter enemies away from you or pinning them against the wall. Can be aimed freely if you started the cast while not mousing over an enemy. Gets a big range increase at rank 10. Rapid Fire can be kept at rank 10 instead of 15 (rank 10 costs 29 mana p/s, rank 15 costs 44 mana p/s, and the rank 15 burn is unstackable and too weak). Rapid Fire does not benefit from +CastSpeed. And works awkwardly if used with shotguns due to the immense knockback, you'll want to use it against a wall. If casting Rapid Fire with two pistols, the animation shows the Outlander alternating between guns while casting it, but this is a lie, it is only based on your main hand pistol. [Generates charge at the standard rate, well with the AoE] * Rune* *Vault* Rating: 4.5/5 An escape skill that doubles as a blinding move. Very useful. You jump backwards to get out of danger, doing an AoE at your starting point that can blind enemies. 50%-92% chance, lasting 3-6 seconds. You can throw this out for free when enemies are getting nearby, avoiding any strikes and potentially blinding them to be sitting ducks for your attacks. Can be casted just to cause the blind. Works even on bosses. This is the Outlander's teleport skill to get you out of trouble, or just walk around faster. [Does not generate charge, unless at rank 15, where it generates a bit] * Chaos Burst* (Weapon requirement: a bow/pistol/shotgun, in either hand) Rating: 2/5 Overall not good. Intended as a primary attack skill but not good enough. Fires three piercing projectiles forward that go off in random trajectories, randomly bouncing from walls once or twice. They won't reliably hit anything unless in awfully specific places, and the damage isn't even good. Doesn't generate charge at all, too. The cast speed will change to match the attack speed of your gun/bow, being slower with shotguns. [Does not generate charge] * Cursed Daggers* Rating: 2/5 for the damage, 4.5/5 for the debuff Has no business being in this tree. Debuffs enemies in a huge cone to deal less damage for 8 seconds (20% less/34% less), and deals a Focus-based, unstackable DoT, dealing only low damage if unspecialized. Could be used for a Focus Outlander, to help minions while doubling as a medium-low AoE. Can still be taken for any build merely to cast on bosses and peskier enemies, to take less damage from them. This affects the damage they deal to other players too. As Cursed Daggers deals poison damage only as a DoT, it has no chance of causing the real poison status effect (which lowers armor and damage dealt) aside of this special 8-second poison (which deals damage and lowers damage dealt). The later ranks give some 2-second stat bonuses on hit, but these are way too small/short to really count for anything. [Does not generate charge] * Vortex Hex** * Rating: 0/5 Marks a small 6-meter-big area with the Vortex Hex for 15 seconds, which does basically nothing. It tries to keep pulling enemies to the center, but each enemy resists it a certain amount and it never ends up being useful at that. The Focus-based damage is too low, the stun chance is too low, and the mana regeneration is too low, not even comparing to the cost of casting it. [Does not generate charge] * Shattering* *Glaive* Rating: 0/5 for earlygame, 5/5 for max level This is meant to be a crowd control skill of sorts but isn't good at that. All that damage is Focus-based, and not notably high for anything. A Focus build will be better off just using Glaive Throw instead of this every time. Although this has a completely different and extremely notable use, for Focus builds that got to max level: the final tier bonus of Shattering Glaive gives its explosion fire splinters that spread out to hit another enemy, and they can senselessly do a 180 to hit the first enemy again, with everything rounding up at very high, /single/-target DPS. [Does not generate charge] * Venomous* *Hail* (Weapon requirement: a bow/pistol/shotgun in either hand) Rating: 5/5 The real bow/gun skill. Does a lot of damage, does a big AoE, does a lot of hits, applies weapon effects and procs, actually has a good crit chance inheritance, and even poisons enemies to lower their armor/resistances. Generates a ton of charge, too. Has a cooldown of 2 seconds. The worst thing is how it takes to level 42 to be able to use this, really. [Generates charge, very very well] PASSIVE SKILLS: * Long Range* *Mastery* Adds a +30% Damage Bonus to ranged weapons (including shotguns and wands) which improves WeaponDPS skills too, and increases the autoattack range for pistols/bows/wands. A must if you're going to use any of that, unless you're going to do a Focus build with zero Weapon-Based Skills. The range bonus eventually makes all ranged weapons have fullscreen autoattack range, but doesn't apply to shotguns. *Shotgun Mastery *(Weapon requirement: shotgun) The point of using shotguns. Possibly broken to be even better. At max rank, adds 90% chance to blind for 3 seconds, and 60% chance to stun for 2 seconds. Adds even more knockback to the shotgun too. All of those effects go to Weapon-Based Skills too. The big part is the crippling blind: it lasts 3 seconds and claims to only be a 66% blindness, but re-applying with another hit will reset the timer on the blind so you can easily blindlock something forever, and stacking the blind seems to make it 100% blindness, so instead of merely not seeing as far, enemies refuse to acknowledge or attack anything that isn't touching feet with them during that period. What happens is, if specializing in attack skills that inherit the blind (I recommend Shadowshot and Rapid Fire and Venomous Hail), you cripple mobs and even bosses after you manage to apply the blind to each, being the best debuff character in the game, short of instantly killing the poor bastards. Although it still only lasts 3 seconds if not constantly re-applying it, and you can't choose to equip a shield. All this applies to autoattacks and the following skills: Rapid Fire, Rune Vault after the second tier, Chaos Burst, Venomous Hail, Glaive Sweep, Burning Leap, Flaming Glaives and Shadowshot. Even the knockback, so watch out. *Akimbo* (Weapon requirement: dual-wielding pistols) Your "dual pistols mastery" passive. Increases your chance to execute (which is, autoattacking with both weapons at once when dual-wielding) by +30% at max rank, and also adds that much as a Weapon Damage bonus when dual-wielding pistols. This bonus makes WeaponDPS skills do more damage. Lore tree * Glaive Throw* Rating: 5/5 Primary attack for Focus builds. Useless for others, only serving as an unnotable mana dump that doesn't inherit attack effects. The damage may not look big, but it has a very fast recast speed, scales with Focus and the Master of the Elements passive, and then improves greatly with +CastSpeed bonuses, and Glaive Throw itself is likely to poison enemies to lower enemy armor. This will do all-purpose single-target and multi-target damage, while also having bonuses to interrupt and slow walkspeed on hit, and generating charge as well, functioning well as a primary attack. By the start of the game, you won't have enough mana regeneration to use this often, but you eventually get enough to spam it while at a mana profit; You're supposed to keep this at rank 05, as it starts costing too much mana and the improvements aren't actually very important. If you're getting much bigger levels of it later, you could risk setting it to rank 10. Focus attack builds can also bring Sandstorm to use in tight paths, and Cursed Daggers to pierce a whole mob. [Generates charge, well] *Tangling Shot* (Weapon requirement: a bow/pistol/shotgun equipped, in either hand) Rating: 2/5 Support skill. Attempts to cause immobilization on the target for 3 seconds/5.8 seconds, with a weaker effect on those around it stuck at 3 seconds. Both may fail due to status effect resistances. This skill can be just redundant, as Bramble Wall is more reliable if you just want to separate mobs, and good attack setups may kill too fast to make any of this very important, and you may already achieve enough control by simply running or using Rune Vault. The actual damage of Tangling Shot is extremely small. [Does not generate charge] *Glaive Sweep* Rating: 2/5 This is a "get off me" skill that attacks around you for a bit of damage, pushes enemies and has a chance to stun. But it makes more sense to simply use Rune Vault instead, its blind lasts more, and stuns are easy to be resisted. The bleed added at tier 1 is unstackable, Focus-based, and too weak to note. [Generates charge, but so does Rune Vault later] *Sandstorm* Rating: OK for Focus+Glaive builds, bad otherwise This Focus-based skill can be spammed in a glaive build (preferrably at rank 05) to deal high damage within tight hallways and very small rooms due to the piercing and unlimited ricocheting, being able to hit the same enemies multiple times while hitting an entire mob, though Glaive Throw will be better most of the time. Discounting the Focus build and helpful terrain, you might as well just use Rapid Fire for a line attack with minor crowd control. [Generates charge, slowly] *Bramble Wall* Rating: 3/5 A support skill that summons a wall can't be walked through by anything until destroyed, placed in an arc, blocking paths to stall enemies and have you attack from the other side. But minions and players can't get past the wall either, making this awkward for a minion build. Without a Focus build, the damage gotten later is low and the skill shouldn't be maxed, to avoid raising the high mana cost. With one, the damage is worthwhile for its cast and can sort of be an AoE skill, but Glaive Throw remains your primary attack. [Generates a little charge from the tier 1 bonus, and you can hit the wall yourself for charge, too] * Burning Leap* Rating: 0/5 I don't understand why this exists. Pretend it doesn't. Rune Vault performs better as an teleport skill with added effects, as well as a faster-movement skill. This doesn't work as safely as other dash skills or teleport skills due to Burning Leap's slower progressive movement instead of a practically instant snap, and this skill phasing through enemies as it causes knockback means that you can land close to where/they /did, taking a melee blow from enemies before you recover, as the computer will start swinging early and perfectly turn to face you. This doesn't work well as any sort of attack as the direct damage is too low for anything, and the DoT wouldn't have done much but is actually bugged into not dealing more than double-digit damage. The mana cost is also unexplicably high over ranks. [Does not generate charge] * Flaming Glaives* Rating: 2/5 The damage is too small to work as a primary attack, with most of the damage being the Focus-based DoT, which is unstackable, and slightly weaker than Cursed Daggers', making Flaming Glaives not notable compared to good attack skills. The real point is the weakness it gives at rank 10+ (level 67+), a 6-second weakness to non-DoT Fire and Poison damage, significantly increasing the damage of Venomous Hail and Glaive Throw. [Does not generate charge] PASSIVE SKILLS: * Dodge Mastery* Gives +4-32% Dodge chance. But you can only score dodges against standard melee blows, most attacks are undodgeable... It's really not mandatory to put points here. *Poison Burst* Intended for gun/bow builds. Gives a chance for an explosion on the enemy whenever you kill one. Only affects autoattacks and WeaponDPS skills. Also, if Poison Burst procs, Shadowling Ammo won't proc. * Share the Wealth* Increases your charge bar bonus, adding +2/+7.6 to Dodge chance, crit chance, AttackSpeed and CastSpeed, and also makes all other players and pets/minions receive that bonus. The bonus to AttackSpeed adds raw damage to WeaponDPS skills, and the crit chance is always good. Also makes minions have a chance to Dodge and crit. Sigil tree * Blade Pact* Rating: 4/5 Marks a 7-meter-radius circle on the ground, which slows enemies' movement and actions by 15-36%, and lowers their Physical armor by 8-36%. Lasts for 7/9/11/13 seconds. The armor reduction makes this mandatory for minion builds, but also good for bow/gun Outlanders. [Does not generate charge] *Shadowshot* (Requires a bow/pistol/shotgun equipped, in either hand) Rating: 3/5 Fires a single bullet that spreads after the hit to strike other nearby enemies. About decent as a primary attack for groups, but doesn't generate charge. Good for shotgun Outlanders to easily apply the Shotgun Mastery bonuses as AoE and from any range. [Does not generate charge] * Bane Breath* Rating: 3/5 Worthless without heavy specialization, this is the main thing for minion builds. All this Focus-based damage is only a close-range cone, but if this move finishes off an enemy, a shadowling fiend minion is spawned from it. They deal minion damage, not scaling from any of your stats, only the minion bonuses in your equipment, and the Death Ritual passive. Repulsion Hex is a must for this, and can be kept at rank 01, for the smallest knockback, to not overdo it. [Does not generate charge] * Repulsion Hex* Rating: 4/5 Summons a familiar that stays on top of your head and automatically shoves nearby enemies away, so you can stay in place and keep attacking. Has a duration of 40 seconds and a cooldown of 35 seconds, also increasing the duration per rank (~96 seconds) without changing the cooldown. Works very well when enemies come from only one direction or only one is even left, shoving enough for the enemy to never get close enough for a melee attack, letting you stay put and attack however you want. But heavier enemies resist some knockback. [Does not generate charge] * Stone Pact* Rating: 4/5 Marks a 7-meter-radius circle on the ground to slowly regenerate HP of all players, pets and minions within it. Doesn't actually regenerate enough to help players stay in place and sponge damage, but is convenient in general and cuts a lot of need for HP potions. Also, this is the only healing-type skill for multiplayer aside from the Death' Bounty of the Embermage, if you were wondering about that. Later also applies a damage reflection effect, but this is very innefficient for players (because games always make monsters have several times more HP than the player characters, for some reason). The real point of the damage reflection is to apply it to your minions, which have more total HP and are always happy to throw themselves on a sword. This is a must-have for minion builds, if you couldn't put two and two together yet. [Does not generate charge] *Shadowmantle* Rating: 2/5 Buffs yourself with a chance to reflect projectiles, but the chance starts low and doesn't become guaranteed (33%-75%), and it lasts 10 seconds with a longer cooldown (30/16). It doesn't even guarantee the reflection. The in-game tooltip claims it can also blind enemies that attack you, but this seems to be bugged, never works. [Does not generate charge] *Shadowling Brute* Rating: 3.5/5 Summons a temporary minion to fight, able to take hits for you. Has a cooldown of 30 seconds and lasts 10-32 seconds depending on the Death Ritual passive. This is a relatively strong minion and learns some skills of its own. This deals minion damage, not scaling from any of your stats, only the minion bonuses on your equipment, and the Death Ritual passive. [Does not generate charge] PASSIVE SKILLS: * Master of the Elements* A must for every Outlander with that +60% Poison damage, as you'll probably use a Poison skill as a primary attack, be it Venomous Hail or Glaive Throw or Bane Breath. * Shadowling Ammo *(Requires a wand/bow/pistol/shotgun equipped, in either hand) Gives a chance to spawn a shadowling bat on kill (weaker than a shadowling fiend). Can only happen from autoattacks and WeaponDPS skills. In order to activate, a ranged weapon must be equipped in any hand. The bats deal minion damage, not scaling from any of your stats, only the minion bonuses from your equipment, and the Death Ritual passive. Bats can draw aggro to themselves, but have low HP and may get killed easily, and do worthless damage without specialization. If Poison Burst procs, Shadowling Ammo won't proc. * Death Ritual* Extends the summon time of your shadowling fiend/brute/bat from 10 seconds to 32 seconds at max rank. Also gives an additive minion damage bonus to you, +75% at max rank. Embermage Skills Get Frost Phase, this is the Embermage's teleport skill. Also be sure to put a point in all three Brands. Ice Prison is also good for everyone. As an Embermage, the general builds you can make are: * Prismatic Bolt & Frost Wave Embermage, stacking +CastSpeed and being everyone's favorite ^(suggested stats: pure Focus, and maybe Vitality, but do use a shield) * Wand Chaos Embermage with Flame Spear and Shockbolts, casting for powerful procs on hit ^(suggested stats: pure Focus, and maybe Vitality, but do use a shield) * Fire Embermage with Blazing Pillar and Infernal Collapse and Firestorm, stacking equipment with +%Fire through the fire and flames ^(suggested stats: pure Focus, and maybe Vitality, but do use a shield) * Shocking Orb Embermage wielding two-handed weapons, stacking +%Electric and taking a lot of levels to become interesting ^(suggested stats: Pure Focus) Inferno tree * Magma Spear* Rating: 4/5 Continously fires piercing projectiles with a decent hitbox, dealing low damage per hit but applying an unstackable DoT that has actually good damage. Can be aimed freely if you started the cast while not highliting an enemy. Magma Spear inherits attack effects/procs, so it can work as a primary attack skill too if with Wand Chaos (if so, pair it with Shockbolts). Magma Spear doesn't benefit from +CastSpeed. [Generates charge, a little slowly] *Magma Mace* Rating: 0/5 Bad all across the board. The animation is slow and unsafe for a melee skill. Has a stun capability, but stuns can be resisted with enemy-specific chances, so the stun isn't very reliable, inviting enemies to punch you in the middle of the skill. The damage isn't high either, with the DoT not even stacking, giving no good reason to use this melee skill in the first place. The later shield break bonus is too small of a chance and such bonuses aren't important anyway. This skill can trigger Staff Mastery and Wand Chaos, but is the worst choice for that. [Does not generate charge] *Firebombs* Rating: 1.5/5 Places a fire carpet, which lasts a very short amount of time and deals low damage, but has a chance to cause Fear on enemies... For only two to three seconds. The Fear can also be resisted with enemy-specific chances, with bosses being virtually immune. [Does not generate charge] *Blazing Pillar* Rating: 4/5 An active skill with a cooldown of 9 seconds (5.5 at max rank) that releases relatively strong homing Fire projectiles for a damage spike, being an OK skill to throw in for any build. The pillars can both spread out for a group of enemies or all charge onto a single enemy to stack the damage. Generates some charge, though not as much as the tooltip mention would have you believe. About merely generating charge, Infernal Collapse and Frost Wave are better. [Generates a medium amount of charge] *Infernal Collapse* Rating: 5/5 A primary AoE Fire attack with a minor cooldown (2.5sec in rank 01, and 1.1sec in rank 15). Deals very good damage and hits a large area (4/5/6/7 meters wide). Generates an extreme amount of charge, from any range, potentially filling the entire bar with one cast with multi-target damage. [Generates charge extremely well] *Immolation Aura* Rating: 0/5 for damage purposes, 4.5/5 for max level buff A self-buff that lasts 30-58 seconds with no cooldown. Constantly does damage to enemies within melee range, but this damage is actually pretty small, and the idea of not dying is that you /don't/ sit within melee range of enemies. But after the third tier bonus (level 97+), having the buff active will give a +15% Damage Reduction to all elements (aka the best defensive stat in the game), and you can keep the buff active constantly, making this great for every Embermage. The only problem is how this isn't just a passive skill, really. [Does not generate charge] * Firestorm* Rating: 5/5 with fire, irrelevant/5 otherwise A 7-meter-radius AoE, that does medium-low unstackable DoT damage, that also debuffs enemies to take more damage from Fire damage excluding DoTs, meaning this boosts Infernal Collapse and Blazing Pillar. Other than that, Firestorm has no use. The splinters at later ranks are too weak, and Hailstorm is straight-up better if not counting Firestorm's added fire weakness. Also, Firestorm does NOT significantly help Prismatic Bolt. [Does not generate charge] PASSIVE SKILLS: * Charge Mastery* Gives big bonuses to charge generation and slows the charge decay. Sounds convenient but can be very dispensable later, especially if you use Infernal Collapse or Frost Wave. *Elemental Attunement* Every Embermage should put some points in here. This passive does two things: a) It extends the duration of Burn/Freeze/Shock/Poison by 1-15 seconds more of what it would normally be. So at rank 4, a 3-second Freeze will stay for 7 seconds instead. Always put at least a few points in this skill for this, this can be decent in general, helping you proc your Brands. b) This skill gives you an invisible aura effect that affects any enemies within 7 meters of you (1/3 of the screen away from you), and this aura rolls every second for a 1%-15% chance to inflict any of Burn/Freeze/Shock/Poison on enemies. This effect only gets notable at higher ranks. This is meaningless for Prismatic Bolt builds because Prismatic Bolt already inflicts all of these, but maxing this can be good for all other builds, as this allows you to inflict the status effects of elements you don't use, lasting around 18 seconds when procced on max rank. If you don't freeze, this will. If you don't poison, this will. *Fire Brand* Minimum 01 for every Embermage, this deals a small AoE on the enemy, every time you land a hit on a burning enemy. Each individual Brand won't proc more than once per second on the same target. More points will increase the damage. Frost tree * Icy Blast* Rating: 2/5 A support attack skill, not a very good one. Better with Wand Chaos though. Fires a few non-piercing projectiles forwards with random deviation, which ricochet but only once. A cast will often miss completely outside of close range. They deal low damage and have an added chance to freeze and immobilize. But for a mere freeze, it's done better by Hailstorm or Frost Wave, and while immobilization can be good, this status effect can still be resisted on a succesful roll and the general unreliability of the skill itself coupled with low damage make this unnapealling, and the Frozen Fate passive can apply immobilization automatically. Icy Blast has a cooldown of 0.8 seconds, and so does not benefit from +CastSpeed. Icy Blast can trigger Staff Mastery and Wand Chaos, but the other choices are more notable for that. [Generates charge, just a little bit] *Hailstorm* Rating: 5/5 Pretty much just a different version of Firestorm. Still hits for the huge area, also gets zero charge gain, and applies the weakness but for both Ice and Electric non-DoTs this time. And Hailstorm has more general-minded utility as it also gets a good chance to freeze and even stun, both still in that huge area. Hailstorm's weakness effect is useful for the damage of: Frost Wave, Prismatic Bolt, Thunder Locus and Shocking Orb. Hailstorm is costy to spam and generates no charge, but if already fully charged, Hailstorm also doubles as a medium-DPS spammable AoE nuke, as it has a Freeze chance to proc Ice Brand by itself. [Does not generate charge] *Frost Phase* Rating: 4/5 A teleport. The best skill in the game to escape from a bad situation and also just walk around faster, every Embermage should put a point in this. Also leaves a shockwave with a freeze chance. Putting more points will increase the explosion range and the chance to inflict the Freeze, up to a good 6 meters and 80% chance, which is well-thought-out as freeze is a slowing debuff and they'll have to walk back to you. But this part can get redundant if you already constantly Freeze with your attacks. [Does not generate charge] *Elemental Boon* Rating: 3/5 A party-wide buff that lasts 15 seconds with a cooldown of 30. It mainly gives a +10%/38% damage bonus to the four elements. Due to how everything works, this does a much smaller difference for DoTs, and multi-elemental damage, and hits with low individual damage. The skills that benefit notably from Elemental Boon are: Blazing Pillar, Infernal Collapse, Hailstorm, Frost Wave, Thunder Locus and Shocking Orb. Not actually Prism Bolt, no. The mana regeneration mentioned is 20, with this costing 28. [Does not generate charge] *Frost Wave* Rating: 5.5/5 Great damage. Works as a primary attack. Fires decently-large piercing projectiles along the ground. Deals very high damage at close range, tight hallways, and against enemies next to the wall. Great as AoE and even single-target DPS depending on distance and terrain. Very good at generating charge. Benefits a lot from +CastSpeed. [Generates charge, very well] *Ice Prison* Rating: 4.5/5 Utility. Every Embermage should put a point in this. Summons a destructible wall, forming a circle. Has an extremely fast cast animation. You can use it to block a path, as enemies can't walk through it and will attack it first, while you can freely walk through it and even fire through it. You can also cast it to surround an enemy, and it can even block projectiles. At max rank, the cooldown changes from 8 seconds to 2, allowing you to easily re-imprison that enemy, even for bosses, though some enemies have skills that move them through the wall. Re-imprisoning also does free damage to that enemy thanks to the tier 1 bonus, dealing somewhat more damage than one cast of Infernal Collapse, and surrounding an enemy also places a weaker DoT, and each wall also has damage reflection that becomes good against area attacks, making this utility worth the while all the way. [Does not generate charge] *Astral Ally* Rating: 3/5 Summons a temporary minion to fight. Lasts 20/30/40/50 seconds with a cooldown that starts at 60 and lowers to 32. It has low HP and attacks from a distance. Can be thrown in for any build, but doesn't do particularly high DPS and costs a whopping 100 mana at max rank. It deals minion damage, not scaling from any of your stats, only the minion bonuses from your equipment. [Does not generate charge] PASSIVE SKILLS: * Staff Mastery* (Requires a staff equipped) Used to be bugged and senselessly good, got fixed to be normal but now isn't good anymore. It applies to the same skills as Wand Chaos, making that better by default. You can even get this ArmorReductionPerHit with socketables or weapon enchantments onto these same skills anyway. *Frozen Fate* A must for every Embermage. This gives a 20-76% chance to attempt an immobilization on enemies up to 7 meters away from you, every time you kill an enemy. This can proc from absolutely any attack and skill, except minions. * Ice Brand* Same deal as Fire Brand, but on freezing enemies. Minimum 01 for every Embermage. Storm tree * Prismatic Bolt* Rating: 5.5/5 A spammable primary attack. Reliable in any range. The damage is intended as single-target and doesn't hit entire mobs very well, but is perfectly consistent and reliable for any scenario and distance, practically not even costing mana. Can be taken by any build at rank 01 for a cheap spammable fullscreen attack. Prismatic Bolt continuously fires extremely fast projectiles along the air with near perfect homing, going over holes, around corners, doing 180s, and even changing altitude to hit a target. In the earliest levels, Prismatic Bolt deals low damage and is heavy on mana consumption, but both of these are improved with level-ups alone. It is recommended to leave Prismatic Bolt at rank 01, as most of the benefits are the status effect chances, which are redundant as the mere damage can trigger them (and the duration is already boosted by the Elemental Attunement passive). If you use Prismatic Bolt mainly, and have the mana regeneration or some other setup to firmly back it up (like Death's Bounty), you can choose to leave Prismatic Bolt at rank 10 or 15. For a build centered on this: Prismatic Bolt benefits a lot from +CastSpeed and can inflict the necessary status effects for all 3 Brands, being good to constantly proc them as well, and the damage is improved with Hailstorm (not as much from Elemental Boon, or Firestorm, or Staff Mastery). To fix Prismatic Bolt's lack of AoE, Prismatic Bolt can be paired up with Frost Wave, as they both want +CastSpeed, and Frost Wave offers good mob damage and can outdamage Prismatic Bolt against even single targets if with proper terrain, and generates charge well, and both Prismatic Bolt and Frost Wave benefit from Hailstorm. Or for a safer and more ranged kind, you can use Infernal Collapse instead of Frost Wave, with Infernal Collapse dealing very high and reliable AoE damage regardless of terrain, or distance, and also generating charge well. [Generates charge, at a slightly slow rate] *Shocking Burst* Rating: 0/5 for earlygame, 5/5 for max level A short-range channeled attack that deals pathetic damage with a laughable stun capability while forcing you in place with enemies easily surrounding and attacking you, while costing relatively high mana just to throw salt in the wound. On the lower ranks, that is. On the highest ranks, the stun is actually good, and can reliably stunlock enemies that aren't very resistant to stunning, all the way to zero HP. But it managed to cost even more and requires another skill just to generate charge or mana for it. Other than that, can be tossed in for any max-level-ish character if you want a laugh, for how silly the stunlock is for /actually working/. Actual damage output from this is only medium-high (with Brands and some others), and again, the stunning only works on specific monsters. Benefits greatly with +CastSpeed, dealing hits more often. Does not inherit most attack effects/procs, only ArmorReductionPerHit and on-kill effects. [Does not generate charge] *Thunder Locus* Rating: 3/5 Basically a planted turret on the targeted spot, Thunder Locus is invisible to enemies, attacking enemies close to it every second (affects a 14-meter radius). Starts with a short duration but grows well (14 seconds/42 seconds). Damage is decent and based on Focus. While this can be thrown in for any build for it to periodically deal AoE damage, even proccing the Brands for you, it won't move off its spot unless you cast it again, has a cooldown of 10 seconds, and the casting animation is notably slow, taking some two full seconds while you stand in place. [Does not generate charge] *Arc Beam* (Requires a staff or wand equipped, in either hand) Rating: 1.5/5 A secondary attack, for specific scenarios/monsters. Just not actually good... This channel-casts a wide beam that constantly deals damage and goes through enemies, can be aimed freely if you started the cast while not highliting an enemy. But Arc Beam deals very little damage and does not inherit most attack effects/procs. It deals a little knockback and can keep /certain/ lighter kinds of monsters at bay, but Arc Beam also happens to cost much more mana than other skills while generating no charge itself. The range increases with higher ranks. Arc Beam benefits greatly from +CastSpeed to deal hits more often. From what I can tell, the only inherited attack effects/procs are ArmorReductionPerHit and on-kill effects. The "explosion effect" mentioned in the tooltip is just a cosmetic feature. The mentioned splitting beams deal damage from a small percentage of WeaponDamage, making them weak with a two-handed weapon and even weaker without one. [Does not generate charge] *Death's Bounty* Rating: 4/5 Debuffs enemies in a 12-meter wide circle so that they restore HP and mana to any player after being killed. A pack will always be enough for a full refill (at max rank, the total from one enemy is 3000 HP and 105 mana, across players). Pretty neat, the bad thing is the inconvenience of having to re-cast this on different groups of enemies, really... Can cover for mana-heavy skills. [Does not generate charge] *Shockbolts* Rating: 1.5/5 in general, 4/5 if with Wand Chaos Unremarkable without Wand Chaos, but the best thing to proc Wand Chaos, scoring a lot of hits against packs. Magma Spear is more reliable against a single target or from a big distance, these two should be paired. Shockbolts can be kept at rank 10 to not raise the mana cost too much. Inherits all attack effects/procs. Benefits a lot from +CastSpeed. [Generates charge, very slowly] *Shocking Orb* Rating: 1/5 in general, 5.5/5 if specialized as your primary attack Way too weak and useless, unless you make your character entirely around this. This does damage from WeaponDamage and requires two-handed weapons. Doesn't even inherit most attack effects/procs, only ArmorReductionPerHit, +Knockback, and on-kill effects. But if you wait for the tier bonuses, and use slow two-handed weapons, and socket with ArmorReductionPerHit, and socket with +Knockback, then it works as an all-purpose primary attack. You even get to stack +%ElectricDmg, since this happens to deal damage in pure Electric. Does not benefit from +CastSpeed as there is a cooldown of 0.8sec, the same as its cast animation. The best weapon in the game for this skill is the level 105 staff called "Ophidian's Endgame". [Generates charge, at a medium rate] PASSIVE SKILLS: *Prismatic Rift* A great passive to have. Gives a 15-85% chance when hit to instantly teleport the enemy away, and inflicting any of Burn/Freeze/Shock/Poison on it for free. Doesn't seem to work on all monster skills. *Wand Chaos* Either this is your build, or it probably will be just a waste for you. The chance applies only to autoattacks plus Magma Spear (take), Shockbolts (take), Icy Blast (maybe take) and Magma Mace (don't take). When procced, will randomly do one of several effects. These include several AoE effects with decent damage (Focus-based), an effect with a blind chance, an effect that teleports the enemy away, and an effect that spawns a 10-second minion. * Lightning Brand* Same deal as Fire/Ice Brand, but for shocked enemies. Minimum 01 for every Embermage. You do not have permission to use this guide elsewhere. You do not have permission to accidentally spill cookie crumbles on this guide. You also do not have permission to launch a cow from a catapult. Unless you do. Which would be awesome.