Skills and Skill Trees in Diablo 4 refer to Character Progression by investing Skill Points into Diablo 4 Skill Trees that unlock abilities for your character build. And as in previous Diablo games, every class has exclusive Skills. Skills have multiple Categories that vary according to the selected Class, each of them explained below.
There are no sub-classes like in previous Diablo games, but there are Upgrades and Ultimate Skills that have exclusivity, where the player will only be able to choose a single Upgrade for a skill or a single Ultimate Skill for their Build. This essentially functions similarly to sub-classes, in that it will dictate the playstyle that the character's class will be experiencing. Naturally, there will be certain ways to best optimize the player's use of resources like Skill Points for their character. Nevertheless, each playstyle that each exclusive Upgrade or Ultimate Skill brings can comfortably clear through any content throughout the game, may it be the Main Campaign, or Endgame content.
Skills and Skill Trees in D4 Lord of Hatred
In the original version of Diablo IV, Skill Trees mixed Active Skills, Passive Skills, Enhancements, Upgrades, and Key Passives into a connected node system. In Lord of Hatred, this system has been heavily redesigned: the Skill Tree now focuses much more on Active Skill customization, while traditional Passive Skill nodes have been removed from the tree and many former passive powers have been moved into Legendary Aspects, Uniques, gear systems, or other endgame progression systems.
With the release of Lord of Hatred, all class Skill Trees have been redesigned for deeper customization. The new system includes over 40 reworked choices, 80 additional options, and up to 83 available Skill Points, making this one of the largest character progression changes since the launch of Diablo IV.
Lord of Hatred also expands the playable class roster with the Paladin and Warlock, while also reworking the Skill Tree experience for the full class lineup.
Diablo 4 Lord of Hatred Skill Trees
The Diablo 4 Lord of Hatred Skill Tree still uses a node-based layout, but its purpose has changed significantly. In the older system, players often spent points across a mix of Active Skills, passive bonuses, Enhancements, Upgrades, and Key Passive nodes. In the new system, the tree is centered around the Active Skills themselves. Each Active Skill now branches into multiple choices that alter how that Skill performs in combat, how it scales, what tags it uses, and how it interacts with gear, Paragon, class mechanics, and newer systems such as Talismans and Charms.
Each Active Skill now has three skill branches that open progressively as the character levels. Players choose one modifier from each branch. The first two branches generally provide broader Skill modifiers, while the third branch contains Bonus Skill Variants, which are build-defining options. Many of these are new, while several are based on former Legendary Aspect effects that were moved into the Skill Tree.
The most important change is that Skill Tree choices are no longer only small statistical improvements. In many cases, a Skill Variant can change the practical identity of a Skill. Blizzard notes that Bonus Skill Variants can change a Skill’s category, such as shifting an ability from Fire to Frost or from Bone to Blood, which then affects how that Skill interacts with affixes, class mechanics, gear, Paragon, and Talisman systems.
This makes the Skill Tree more comparable to a build-shaping system than a simple unlock path. A player can begin with the same base Skill as another player, but end with a different damage type, combat role, animation behavior, utility function, or synergy package. A clear expample is Barbarian’s Rend, which can now be modified into directions such as Fire damage, battlefield waves, or extended-range behavior, rather than remaining only a straightforward melee bleed attack.
What Changed From Original Diablo 4 Skills
The biggest change in
Diablo 4 Lord of Hatred is the removal of traditional Passive Skill nodes from class Skill Trees. In the original system, Passive Skills and Key Passives were part of the tree, and players often spent points on generic damage, defense, resource, cooldown, or survivability bonuses. In Lord of Hatred, those passive nodes are no longer part of the Skill Tree, allowing the tree to concentrate on Active Skill behavior. Many former Passive and Key Passive effects have been moved into reworked Legendary Aspects and Uniques, while some former Legendary Aspect powers have moved into the Skill Tree itself.
Another major change is that Skill Ranks have become a larger part of progression. In the old guide, common Skills could be ranked up to Rank 5, Ultimate Skills were limited differently, and Passive Skills had their own Rank 3 structure. In Lord of Hatred rework, Skills can now be ranked up to Rank 15 through the Skill Tree, which changes late-game point spending by encouraging heavier investment into the core abilities a build actually uses.

The old Enhancement and Upgrade model has also been replaced by a broader branch-and-variant model. Before, a player would unlock a Skill, get an Enhancement, and then choose one of a limited number of Upgrades. In D4 Lord of Hatred, each Active Skill instead receives multiple branches, with the player selecting modifiers and a build-defining Variant. This means a Skill is no longer just unlocked and improved; it is shaped into a version that supports a specific playstyle.
This improves build expression because the tree now changes how Skills behave, not only how much damage they deal. However, it also changes the feeling of late-game progression.
Level Cap & Skill Points in D4 Lord of Hatred
Characters in Diablo IV continue to level up by earning XP through combat, quests, activities, and endgame progression. In Lord of Hatred the Level Cap increases to 70 for all players, giving characters more room to develop their builds. Torment difficulty was also expanded from Torment 4 to Torment 12, which makes higher-level build optimization more important than in earlier versions of the game.
The new Skill Tree is designed around a much larger number of available Skill Points than the original launch version of Diablo 4. Now there are up to 83 available Skill Points in the redesigned system, which means players are expected to invest in a combination of Skill unlocks, Skill modifiers bot Major or Minor upgardes, Bonus Skill Variants, and deeper Skill Ranks.
Seasonal progression also matters. In Season of Reckoning, the Season Rank system includes nine ranks and over 100 objectives, with rewards including up to 12 Skill Points, up to 42 Paragon Points, Resplendent Sparks, cosmetics, crafting materials, boss keys, and caches. This means that in Lord of Hatred, Skill Point acquisition is not only a simple leveling matter; seasonal rewards can also contribute to build completion
How to Spend Skill Points in D4 Lord of Hatred
In Lord of Hatred, Skill Points are best understood in four layers. First, players unlock the Diablo 4 Active Skills they want to use. Second, they select the modifiers that define how each Skill functions. Third, they choose the Skill Variant that determines the Skill’s build identity. Finally, they invest additional ranks into the Skills that matter most to the build.
This means the ideal Skill Point strategy is different from the original version of Diablo IV. Previously, builds could invest several points into general Passive Skills that improved damage, resource generation, survivability, or cooldown efficiency. In Lord of Hatred, those broad stat bonuses are no longer the main focus of the tree. Instead, Skill Points are centered around choosing the Active Skills used in the build, selecting the right version of each Skill, and deciding how heavily each Skill should be ranked.

A good early build should usually prioritize one main damage Skill, one mobility or positioning Skill, one defensive Skill, and any resource, summon, aura, crowd-control, or class-mechanic Skill required by the class. Once the core rotation is stable, extra points should be placed into the Skills that scale best with ranks, especially if their selected Skill Variants also improve with Skill Rank investment. Many Skill Variants or Major Upgrades can be improved by Skill Ranks, so putting more points into the base Skill can make those Variants stronger as well
Passive Skills in Diablo 4 Lord of Hatred
Traditional Passive Skills are no longer part of the class Skill Tree in Lord of Hatred. This is one of the defining differences between the original Diablo 4 Skill Tree and the new system. The older tree included circular Passive Skill nodes and Key Passives that often shaped builds through stat bonuses or broad conditional bonuses. The new tree removes these passive nodes and moves much of that power elsewhere.
Enhancements, Upgrades & Bonus Skill Variants
In the original Diablo 4 Skill Tree, many Skills followed a simple structure: unlock the Skill, get its Enhancement, then choose one Upgrade path. In Lord of Hatred, this has been expanded into a deeper branching system. Each Active Skill has three progressive branches, and players choose one modifier from each branch.
The first two branches generally apply broad modifiers, such as improving damage, resource behavior, cooldown interaction, range, crowd control, utility, or survivability. The third branch contains Bonus Skill Variants, which are the most important build-shaping options. These Variants can change a Skill’s identity, tag, damage type, behavior, or synergy profile
Lord of Hatred owners gain access to all three Bonus Skill Variant options for a Skill. Players without the expansion can still use the major Skill Tree rework, but only two out of three Bonus Skill Variant options are available without Lord of Hatred.
Skill Rank in Diablo 4 Lord of Hatred
Skill Rank is now more important because the tree is built around Active Skills. In the original version, common Skills could generally be ranked up to Rank 5, while Passive Skills and Ultimate Skills followed separate rules. In Lord of Hatred, live coverage reports that Skills can now be ranked up to Rank 15, which gives players a way to continue strengthening the specific abilities their build actually uses.

This creates a clearer relationship between the Skill Tree and the player’s action bar. Since Diablo IV characters still have a limited number of active Skill slots, a build is usually defined by a small set of Skills. The new Rank system lets players invest more deeply into those chosen Skills rather than spreading points across unrelated passives.
Respec Skill Points in Lord of Hatred
Respec is still an important part of making builds in Lord of Hatred. The new Skill Tree encourages players to test different Skill Variants, tags, damage types, and gear combinations. In the original Diablo 4, players could respec directly from the Skill Tree, but it required gold. The cost increased depending on the character’s level and how many points were refunded. In Lord of Hatred, respecs are free and can be done anywhere. This makes it much easier to try new setups, especially when finding new gear, Uniques, Talismans, Charms, or Legendary Aspects.
Diablo 4 Skill Trees
Barbarian Skills and Barbarian Skill Tree in Diablo 4 refer to the weapon-based combat abilities exclusive to the Diablo 4 Barbarian Class. The Barbarian class uses a broad arsenal of Skills spread across six clusters: Basic, Core, Defensive, Brawling, Weapon Mastery, and Ultimate. Each cluster supports a different combat role, from Fury generation and direct weapon attacks to shouts, mobility, control, weapon expertise, and large cooldown abilities.
The Barbarian rewards players who rotate weapon attacks, manage Fury, and choose the right tool for each combat range. Some skills build resources and apply pressure, while others spend that momentum on heavy strikes, bleeds, stuns, shouts, and burst windows. As players invest Skill Points, they can shape the Barbarian Skill Tree around sustained melee damage, weapon swapping, crowd control, survivability, or high-impact ultimate setups.
Diablo 4 Lord of Hatred Exclusive Skills
The following Skill upgrades for the Barbarian are exclusive to the Lord of Hatred DLC and can't be obtained by players that do not have it.
- Basic Cluster: Atomic Blast, Raging (Frenzy), The Flayer, Whirling.
- Core Cluster: Ancestral, Winding (Whirlwind), Scorching, Suppress, Slice and Dice.
- Defensive Cluster: Raging (Challenging Shout), Retaliation (Iron Skin), The World, Breach.
- Brawling Cluster: Battering Ram, Madness, Mosh, The Scream.
- Weapon Mastery Cluster: All for One, Blast, Mightiest, Solo Chain.
- Ultimate Cluster: Full Throttle, Highlander, Mastered Weapon.
Diablo 4 Barbarian Skill Tree
The Barbarian fights through Fury, the class resource used to power Core attacks and other high-impact combat skills. Basic skills commonly generate Fury, allowing the Barbarian to establish pressure before spending that resource on stronger offensive options.
Managing Fury effectively is central to the Barbarian playstyle. Players are encouraged to combine generators, shouts, movement skills, and weapon mastery effects so their strongest attacks are available at the right moment. This creates a class rhythm built around aggression and payoff: building Fury through direct combat, then spending it on decisive weapon strikes and control effects.
Each active skill can equip 1 Major Upgrade and 2 Minor Upgrades total. Minor Upgrades are split into two in-game pairs, and you can only choose 1 from each pair.
Diablo 4 Barbarian Basic Cluster

Lunging Strike
Major Upgrades
Skewer ♦ Impaling ♦ Whirling
Minor Upgrades
Pair 1 - Choose 1 of 2
Range ♦ Fury Generation
Pair 2 - Choose 1 of 2
Berserking ♦ Healing

Bash
Major Upgrades
Heavy Knuckles ♦ Violent Swings ♦ Atomic Blast
Minor Upgrades
Pair 1 - Choose 1 of 2
Fury Generation ♦ Overpower
Pair 2 - Choose 1 of 2
Clobbering ♦ Resolve

Frenzy
Major Upgrades
Barrage ♦ Throwing ♦ Raging
Minor Upgrades
Pair 1 - Choose 1 of 2
Unhindered ♦ Ferocity
Pair 2 - Choose 1 of 2
Fury Generation ♦ Frenzy Stacks

Flay
Major Upgrades
Anemia ♦ Hemorrhaging ♦ The Flayer
Minor Upgrades
Pair 1 - Choose 1 of 2
Slow ♦ Duration Bonus
Diablo 4 Barbarian Core Cluster

Hammer of the Ancients
Major Upgrades
Explosive ♦ Fissure ♦ Ancestral
Minor Upgrades
Pair 1 - Choose 1 of 2
Critical Strike ♦ Size and Damage Bonus
Pair 2 - Choose 1 of 2
Fury Generation ♦ Overpower

Whirlwind
Major Upgrades
Tornado ♦ Bursting ♦ Winding
Minor Upgrades
Pair 1 - Choose 1 of 2
Movement Speed ♦ Cost Damage Bonus
Pair 2 - Choose 1 of 2
Channel Damage Bonus ♦ Weaken

Rend
Major Upgrades
Flailing ♦ Blood Sworn ♦ Scorching
Minor Upgrades
Pair 1 - Choose 1 of 2
Cast Speed ♦ Healing
Pair 2 - Choose 1 of 2
Moving Damage Bonus ♦ Vulnerable Damage Bonus

Double Swing
Major Upgrades
Flurry ♦ Twister ♦ Slice and Dice
Minor Upgrades
Pair 1 - Choose 1 of 2
Fortify ♦ Chance to Hit Twice
Pair 2 - Choose 1 of 2
Fury Cost Reduction ♦ Damage Increase

Upheaval
Major Upgrades
Trailblazing ♦ Iron Burst ♦ Suppress
Minor Upgrades
Pair 1 - Choose 1 of 2
Free Cast ♦ Overpower
Pair 2 - Choose 1 of 2
Damage Increase ♦ Fury Cost Reduction
Diablo 4 Barbarian Defensive Cluster

Ground Stomp
Major Upgrades
Stomping Grounds ♦ Seismic ♦ Breach
Minor Upgrades
Pair 1 - Choose 1 of 2
Additional Charges ♦ Fury Generation
Pair 2 - Choose 1 of 2
Damage Bonus ♦ Size Bonus

Rallying Cry
Major Upgrades
Booming ♦ Madawc ♦ The World
Minor Upgrades
Pair 1 - Choose 1 of 2
Fortify ♦ Duration Bonus

Iron Skin
Major Upgrades
Juggernaut ♦ Endure ♦ Retaliation
Minor Upgrades
Pair 1 - Choose 1 of 2
Movement Speed ♦ Weaken
Pair 2 - Choose 1 of 2
Resolve ♦ Maximum Life

Challenging Shout
Major Upgrades
Bawl ♦ Talic ♦ Raging
Minor Upgrades
Pair 1 - Choose 1 of 2
Weaken ♦ Duration Bonus
Pair 2 - Choose 1 of 2
Damage Bonus ♦ Fury Generation
Diablo 4 Barbarian Brawling Cluster

Kick
Major Upgrades
Power ♦ Crimson ♦ Madness
Minor Upgrades
Pair 1 - Choose 1 of 2
Increase Damage ♦ Vulnerable
Pair 2 - Choose 1 of 2
Cooldown Reduction ♦ Collide

Leap
Major Upgrades
Death From Above ♦ Earthshatter ♦ Mosh
Minor Upgrades
Pair 1 - Choose 1 of 2
Arsenal Bonus ♦ Fury Generation
Pair 2 - Choose 1 of 2
Damage Bonus and Crowd Control ♦ Pull

Charge
Major Upgrades
Merciless Assault ♦ Phalanx ♦ Battering Ram
Minor Upgrades
Pair 1 - Choose 1 of 2
Unstoppable ♦ Distance Damage Bonus
Pair 2 - Choose 1 of 2
Enemy Damage Bonus ♦ Cooldown Reduction

War Cry
Major Upgrades
Mighty Roar ♦ Korlic ♦ The Scream
Minor Upgrades
Pair 1 - Choose 1 of 2
Slow ♦ Ferocity
Pair 2 - Choose 1 of 2
Vulnerable ♦ Duration Increase
Diablo 4 Barbarian Weapon Mastery Cluster

Mighty Throw
Major Upgrades
Spares ♦ Rapid ♦ Mightiest
Minor Upgrades
Pair 1 - Choose 1 of 2
Barrier ♦ Size Bonus

Rupture
Major Upgrades
Gore ♦ Blood Pool ♦ All For One
Minor Upgrades
Pair 1 - Choose 1 of 2
Size Bonus ♦ Damage Bonus
Pair 2 - Choose 1 of 2
Cooldown Reduction ♦ Healing

Steel Grasp
Major Upgrades
Chain Whip ♦ Devil's Chain ♦ Solo Chain
Minor Upgrades
Pair 1 - Choose 1 of 2
Extra Charges ♦ Berserking
Pair 2 - Choose 1 of 2
Vulnerable ♦ Weaken

Death Blow
Major Upgrades
Consecutive ♦ Sonic Boom ♦ Blast
Minor Upgrades
Pair 1 - Choose 1 of 2
Overpower ♦ Execute
Pair 2 - Choose 1 of 2
Charges ♦ Fury Generation
Diablo 4 Barbarian Ultimate Cluster

Wrath of the Berserker
Major Upgrades
Maximum Carnage ♦ Deep Impact ♦ Full Throttle
Minor Upgrades
Pair 1 - Choose 1 of 2
Fury Generation ♦ Berserking
Pair 2 - Choose 1 of 2
Duration Bonus ♦ Overpower

Iron Maelstrom
Major Upgrades
Armageddon ♦ Hidden Technique ♦ Mastered Weapon
Minor Upgrades
Pair 1 - Choose 1 of 2
Cooldown Reduction ♦ Global Cooldown Reduction
Pair 2 - Choose 1 of 2
Weaken ♦ Additional Effect

Call of the Ancients
Major Upgrades
Empowered ♦ The Chosen ♦ Highlander
Minor Upgrades
Pair 1 - Choose 1 of 2
Attack Speed and Damage Bonus ♦ Ancient Attack Speed
Pair 2 - Choose 1 of 2
Damage Reduction ♦ Damage Bonus
All Diablo 4 Barbarian Skills Comparison Table
You can search by Name, Type, Tags or Effect. Just type into the search box what you are looking for.
Quick Search of All D4 Barbarian Skills
| Skill | Type | Tags | Effect |
|---|---|---|---|
|
Active Skill | Basic Martial Mobility |
Generate Fury: 12 Lucky Hit Chance: 50% Lunge forward and strike an enemy, dealing 0 [90%] damage. |
|
Major Upgrade | - | Lunging Strike deals 75%[x] increased damage and an additional 5%[x] increased damage for each target you lunge through, up to 100%[x]. |
|
Major Upgrade | - | Lunging Strike has increased range, damages all enemies in its path, and can lunge without a target. Lunging Strike now has a 2 second Cooldown. |
|
Major Upgrade | - | Lunging Strike forms a Dust Devil that deals 0 [22%] damage. |
|
Minor Upgrade | - | Lunging Strike's range is increased by 2. |
|
Minor Upgrade | - | Lunging Strike generates 1 Fury for each enemy you lunge through. |
|
Minor Upgrade | - | Lunging Strike grants Berserking for 3 seconds when it Critically Strikes. Lunging Strike gains 5%[+] increased Critical Strike Chance. |
|
Minor Upgrade | - | Lunging Strike heals you for 2% of your Maximum Life the first time it hits an enemy. |
|
Active Skill | Basic Martial Bludgeoning |
Generate Fury: 15 Lucky Hit Chance: 50% Bash the enemy with your weapon, dealing 0 [90%] damage. Every 4th Bash will clobber, Stunning enemies for 1.5 seconds. |
|
Major Upgrade | - | Clobbering an enemy with Bash has a 100% chance to Critical Strike, and Clobbered enemies become Vulnerable for 4 seconds. |
|
Major Upgrade | - | Each Bash has a separate 25% chance to clobber. |
|
Major Upgrade | - | Clobbering an enemy with Bash causes a fiery explosion that deals 0 [113%] Fire damage. |
|
Minor Upgrade | - | Clobbering with Bash generates an additional 10 Fury. |
|
Minor Upgrade | - | Clobbering with Bash grants 1 stack of Overpower. Overpower increases your Damage by 15%[+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds. |
|
Minor Upgrade | - | Reduces Bash's Clobber threshold by 2. |
|
Minor Upgrade | - | Clobbering with Bash grants 1 stack of Resolve. Resolve increases your Armor by 25%[+] while active. Taking direct damage consumes a stack. You can hold up to 8 stacks. |
|
Active Skill | Basic Martial Dual Wield |
Generate Fury: 7 Lucky Hit Chance: 30% Unleash a rapid flurry of blows, dealing 70% damage with each pair of hits. If Frenzy hits an enemy, its Cast Speed is increased by 10%[+] for 3 seconds, up to 50%[+]. |
|
Major Upgrade | - | Frenzy stacks up an additional 5 times and you gain Berserking for 5 seconds while at maximum stacks. |
|
Major Upgrade | - | Frenzy becomes a ranged attack that pierces enemies, dealing 0 [123%] damage. Frenzy has a 30% chance while at maximum Frenzy stacks to ricochet Iron Shrapnel, dealing 0 [60%] damage and inflicting 0 [35%] Bleeding damage over 5 seconds. |
|
Major Upgrade | - | Frenzy now deals Fire damage. Lucky Hit: Frenzy has up to a 50% chance when attacking at maximum Frenzy stacks to cause a fiery explosion, dealing 0 [175%] Burning damage over 5 seconds. |
|
Minor Upgrade | - | While at maximum Frenzy stacks, you are Unhindered. |
|
Minor Upgrade | - | Each stack of Frenzy gained also grants a stack of Ferocity. Ferocity increases your Attack Speed by 5% [+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds. |
|
Minor Upgrade | - | Frenzy generates 2 additional Fury. |
|
Minor Upgrade | - | Frenzy stacks an additional 2 times. |
|
Active Skill | Basic Martial Slashing |
Generate Fury: 15 Lucky Hit Chance: 50% Flay the enemy, dealing 0 [5%] damage and inflicting 0 [115%] Bleeding damage over 5 seconds. |
|
Major Upgrade | - | Flay's Bleeding duration is reduced by 2 seconds and it makes enemies Vulnerable. |
|
Major Upgrade | - | Flay's Bleeding is extended by 2 seconds whenever the enemy moves too far from you. |
|
Major Upgrade | - | If Flay hits a Bleeding enemy it causes a blood explosion that inflicts 0 [29%] Bleeding damage over 5 seconds. Bleeding |
|
Minor Upgrade | - | Flay Slows enemies by 20%. |
|
Minor Upgrade | - | Flay's Bleeding duration is increased by 5 seconds. |
|
Minor Upgrade | - | Flay Weakens enemies. |
|
Minor Upgrade | - | Each Nearby enemy Bleeding from Flay Heals you for 1% of your Maximum Life (1.14) per second, up to 5%. |
|
Active Skill | Core Martial Bludgeoning |
Fury Cost: 30 Lucky Hit Chance: 50% Slam your hammer down with the fury of the Ancients, dealing 0 [175%] damage to a concentrated area. |
|
Major Upgrade | - | Hammer of the Ancients quakes outward and deals 0 [280%] damage. |
|
Major Upgrade | - | Hammer of the Ancients forms a seismic line that deals 0 [280%] and Slows enemies hit by 80% for 4 seconds. |
|
Major Upgrade | - | Hammer of the Ancients now deals Fire damage. Casting Hammer of the Ancients Summons 2 Ancients to hammer the same area for 0 [66%] damage each. If Burning enemies are struck Hammer of the Ancients explodes, dealing 0 [17%] damage. |
|
Minor Upgrade | - | Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 20 Maximum Fury you have, up to 20%[+] Critical Strike Chance at 200 Maximum Fury. Current bonus: 10%[+] increased Critical Strike Chance. |
|
Minor Upgrade | - | Hammer of the Ancients gains 25%[+] increased Size and 20%[x] increased damage. |
|
Minor Upgrade | - | Gain 3%[+] increased Fury Generation for 5 seconds for each enemy damaged by Hammer of the Ancients, up to 30%[+]. |
|
Minor Upgrade | - | Hammer of the Ancients deals 20%[x] increased damage if you have Overpower. |
|
Active Skill | Core Martial Channeled |
Fury Cost: 15 per second Lucky Hit Chance: 20% Rapidly attack surrounding enemies for 0 [71%] damage. |
|
Major Upgrade | - | Whirlwind also creates 2 Dust Devils that each deal 0 [62%] damage. |
|
Major Upgrade | - | Whirlwind also explodes, dealing 0 [18%] Fire damage and inflicting 0 [50%] Burning damage over 5 seconds. Whirlwind now deals Fire damage. |
|
Major Upgrade | - | Attacking with another Skill grants 4 stacks of charge up to 20 that decays over time. Your Whirlwind deals 1%[x] increased damage and gains 1%[x] Movement Speed per stack. While Whirlwind has charges it launches Iron Shrapnel at Nearby enemies, each dealing 0 [17%] damage and inflicting 0 [14%] Bleeding damage over 5 seconds. You may only select one upgrade. |
|
Minor Upgrade | - | Gain 12%[x] increased Movement Speed during Whirlwind. |
|
Minor Upgrade | - | Whirlwind deals 40%[x] increased damage and costs 10 additional Fury. |
|
Minor Upgrade | - | Channeling Whirlwind causes it to deal 1% [x] increased damage each time it hits an enemy, stacking up to 25 times. |
|
Minor Upgrade | - | Critical Strikes from Whirlwind Weaken enemies for 4 seconds. Weakened enemies deal reduced damage: 20% for Normal enemies, 15% for Elites, and 10% for Bosses. |
|
Active Skill | Core Martial Slashing |
Fury Cost: 30 Lucky Hit Chance: 33% Cleave enemies in front of you, dealing 0 [25%] damage and inflicting 0 [135%] Bleeding damage over 5 seconds. |
|
Major Upgrade | - | Rend gains 40%[+] increased Size and 40%[x] increased damage. Consecutive swings of Rend further increases its Size by 20%[+], up to 60%[+], until you stop swinging. |
|
Major Upgrade | - | Enemies that die while Bleeding from Rend spread 50% their remaining Bleed onto a random Close enemy. |
|
Major Upgrade | - | Rend now deals Fire damage. Each slash creates a wave of fire, dealing 0 [44%] damage and an additional 0 [189%] Burning damage over 5 seconds. |
|
Minor Upgrade | - | Rend gains 20%[+] increased Cast Speed. |
|
Minor Upgrade | - | Heal for 1% of your Maximum Life per second for each enemy Bleeding from Rend. |
|
Minor Upgrade | - | Rend deals 25%[x] increased damage to enemies that are moving. |
|
Minor Upgrade | - | Rend deals 20%[x] increased damage to Vulnerable enemies. |
|
Active Skill | Core Martial Dual Wield |
Fury Cost: 20 Lucky Hit Chance: 30% Sweep your weapons from opposite directions, dealing 0 [75%] damage with each weapon. Enemies caught in the center are damaged by both. |
|
Major Upgrade | - | Each sweep also hits 1 additional time dealing 0 [38%], and an extra 2 additional times while Berserking. |
|
Major Upgrade | - | The initial sweep also creates 1 Dust Devil that deals 0 [38%] damage, the subsequent sweep creates 2. |
|
Major Upgrade | - | Sweep Size increased by 200% but Cast Speed is slowed by 40%. Enemies caught at the outer edge of your sweeps and are hit an additional time for 0 [90%] damage. These additional hits grant this Skill 5% increased Cast Speed for 4 seconds, stacking up to 8 times. |
|
Minor Upgrade | - | Fortifies you for 1% of your Maximum Life for each enemy hit with both weapons. |
|
Minor Upgrade | - | Gains 20% chance to hit twice. |
|
Minor Upgrade | - | Decreases the Fury Cost of your next Double Swing per hit by 2 once per weapon. |
|
Minor Upgrade | - | Increases this Skill's damage by 2%[x] per enemy hit for 2 seconds, all stacks expire simultaneously and the duration cannot be refreshed. |
|
Active Skill | Core Martial |
Fury Cost: 35 Lucky Hit Chance: 30% Tear into the ground with your weapon and fling debris forward, dealing 0 [200%] damage. |
|
Major Upgrade | - | Upheaval ignites the ground Burning enemies for an additional 0 [150%] damage over 4 seconds. Upheaval now deals Fire damage. |
|
Major Upgrade | - | Upheaval flings Iron Shrapnel dealing 0 [38%] damage, and inflicting 0 [150%] Bleeding damage over 5 seconds. |
|
Major Upgrade | - | Upheaval gains deals 75%[x] increased damage. Depending on the cast range, this area increases but the damage bonus decreases. |
|
Minor Upgrade | - | Every 100 Fury spent makes your next Upheaval free to cast. This stacks up to 300 total Fury. |
|
Minor Upgrade | - | Upheaval consumes 1 Overpower stack to increase Upheaval's Size by 20%[+] and damage by 20%[×]. |
|
Minor Upgrade | - | Upheaval deals 30%[x] increased damage to the first 5 enemies hit. |
|
Minor Upgrade | - | Upheaval's Fury cost is reduced to 28 Fury. |
|
Active Skill | Defensive Combat |
Generate Fury: 20 Cooldown: 16 seconds Lucky Hit Chance: 33% Smash the ground, dealing 0 [50%] damage and Stunning surrounding enemies for 3 seconds. |
|
Major Upgrade | - | Casting Ground Stomp also causes your steps to echo additional Ground Stomps dealing 0 [13%] damage as you travel for 3 seconds |
|
Major Upgrade | - | Ground Stomp no longer Stuns and instead creates an Earthquake that deals 0 [150%] damage and Slows enemies by 75%. |
|
Major Upgrade | - | Ground Stomp becomes a Brawling Skill that deals Fire damage. Ground Stomp no longer Stuns and smashes the surrounding ground. Instead, it fissures the ground in front of you, dealing 0 [150%] damage. Burning enemies take 20%[x] increased damage. |
|
Minor Upgrade | - | Ground Stomp gains 2 additional Charges. |
|
Minor Upgrade | - | Increases the Fury generated by Ground Stomp to 30. |
|
Minor Upgrade | - | Ground Stomp deals 20%[x] increased damage. |
|
Minor Upgrade | - | Ground Stomp gains 20%[+] increased Size. |
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Active Skill | Defensive Shout Combat |
Fury Cost: 35 Bellow a rallying cry, increasing your Movement Speed by 20%[x] for 4.0 seconds. Nearby allies gain half of Rallying Cry's effects. |
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Major Upgrade | - | Rallying Cry increases your Resource Generation by 40%[x] and your Movement Speed by an additional 10%[x]. |
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Major Upgrade | - | Rallying Cry's Fury Cost is reduced by 10 and it now Summons Madawc who upheaves the ground, dealing 0 [200%] damage. |
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Major Upgrade | - | Rallying Cry Dazes and Slows all enemies and their projectiles by 61% for 4 seconds. Rallying Cry also grants Attack Speed instead of Movement Speed and its Fury Cost is replaced with a 25 second Cooldown. |
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Minor Upgrade | - | Rallying Cry Fortifies you for 15% of your Maximum Life when cast. |
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Minor Upgrade | - | Rallying Cry's duration is increased to 7 seconds. |
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Minor Upgrade | - | For every 3 meter traveled while Rallying Cry is active, restore 2 primary resource to yourself and half to nearby allies. |
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Minor Upgrade | - | Rallying Cry's effectiveness is increased by 20% plus an additional 5% for each ally affected, up to 20%. |
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Active Skill | Defensive Combat |
Cooldown: 14 seconds Steel yourself for 3 seconds, increasing your Maximum Life by 10% and gaining a Barrier that absorbs 60.0% of your Maximum Life (68) in damage. |
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Major Upgrade | - | Iron Skin also grants Unstoppable and enemies that hit you are Knocked back. |
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Major Upgrade | - | Iron Skin no longer grants a Barrier, but your Life cannot be reduced below 1 for the duration and you are healed to 15.0% Life when Iron Skin expires. |
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Major Upgrade | - | Iron Skin no longer grants a Barrier. Instead you reflect Iron Shrapnel when attacked, dealing 0 [5%] damage and inflicting 0 [50%] Bleeding damage over 5 seconds. Iron Skin's duration is tripled. |
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Minor Upgrade | - | Iron Skin increases your Movement Speed by 15%[x]. |
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Minor Upgrade | - | Enemies attacking you while Iron Skin is active become Weakened for 3 seconds. |
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Minor Upgrade | - | Iron Skin grants 2 stacks of Resolve when cast. |
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Minor Upgrade | - | Increase the Maximum Life granted from Iron Skin to 15%. |
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Active Skill | Defensive Shout Combat |
Cooldown: 25 seconds Taunt Nearby enemies and gain 20.0% Damage Reduction for 8.0 seconds. |
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Major Upgrade | - | Challenging Shout grants an additional 20% Damage Reduction that decays over its duration. |
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Major Upgrade | - | Challenging Shout Summons Talic, who spins in a whirlwind rapidly attacking enemies for 0 [80%] damage. |
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Major Upgrade | - | Challenging Shout causes enemies to burn with rage, dealing 0 [600%] Burning damage over 8 seconds. You no longer gain Damage Reduction from Challenging Shout but instead gain 20%[x] increased damage against Burning enemies. You may only select one upgrade. Burning |
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Minor Upgrade | - | Challenging Shout Weakens enemies. |
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Minor Upgrade | - | Challenging Shout's duration is increased by 2 seconds. |
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Minor Upgrade | - | The first 5 enemies Taunted by Challenging Shout take 20%[x] increased damage from you. |
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Minor Upgrade | - | Taking damage while Challenging Shout is active will generate 3 Fury. |
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Active Skill | Brawling Combat |
Charges: 2 Charge Cooldown: 9 seconds Lucky Hit Chance: 40% Throw a powerful kick that deals 0 [100%] damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 0 [50%] damage and are Stunned for 3 seconds. |
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Major Upgrade | - | costs 30 Fury Instead of Knocking Back enemies, Kick becomes a Core Skill which costs 30 Fury and deals 0 [100%] damage, increased by 0.5%[x] per Maximum Fury you have, up to 150 Fury. |
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Major Upgrade | - | Kick now deals 0 [25%] Fire damage and inflicts 0 [25%] Burning damage over 4 seconds. Burning enemies will explode on Death or if they hit a wall for 0 [75%] damage. |
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Major Upgrade | - | You dash towards your enemy and deliver a powerful kick that deals 0 (175%) and Knocks Down enemies for 4 seconds. Kick is additionally a Mobility Skill. |
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Minor Upgrade | - | Moving increases Kick's damage by up to 20%[x]. |
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Minor Upgrade | - | Kick makes enemies Vulnerable for 4 seconds. |
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Minor Upgrade | - | Kicking an enemy reduces the Cooldowns of your Mobility Skills by 2 seconds. |
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Minor Upgrade | - | Kicked enemies deal 0 [20%] damage to enemies they collide with. Additionally, Kick destroys certain objects from Elite monster affixes. |
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Active Skill | Brawling Martial Mobility |
Generate Fury: 15 Cooldown: 17 seconds Lucky Hit Chance: 66% Leap forward and then slam down, dealing 0 [55%] damage and Slowing enemies by 70% for 3 seconds. |
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Major Upgrade | - | Leap's Size and damage are increased the further you Leap, up to 30% increased Size and 0 [96%] damage. |
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Major Upgrade | - | Leap now deals 0 [19%] damage and can be Cast again within 2 seconds before the Cooldown begins. Landing creates an Earthquake that deals 0 [77%] Physical damage over 4 seconds. |
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Major Upgrade | - | Leap Summons 3 Ancients that Leap at a random enemy and deal 0 [14%] damage. |
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Minor Upgrade | - | Leap grants a bonus based on its Arsenal Selection:
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Minor Upgrade | - | Leap now generates 20 Fury. |
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Minor Upgrade | - | Leap deals 20%[x] increased damage and Knocks Down enemies for 1 second. |
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Minor Upgrade | - | Leap now Pulls In enemies upon landing. |
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Active Skill | Brawling Martial Mobility |
Generate Fury: 5 per enemy hit Cooldown: 17 seconds Lucky Hit Chance: 100% Rush forward and push enemies before swinging your weapon, dealing 0 [180%] damage and Knocking Back enemies. |
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Major Upgrade | - | Charge gains 3 Charges, and all of its Charges are refreshed on Cooldown. |
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Major Upgrade | - | Charge Summons 2 Ancients to Charge with you and swing for 0 [67%] damage. |
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Major Upgrade | - | Charge now deals Fire damage. Instead of swinging your weapon, colliding with enemies deals 0 [63%] Fire damage and Stuns them for 3 seconds. Additionally, you leave a burning trail that inflicts 0 [252%] Burning damage over 3 seconds. You may only select one upgrade. |
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Minor Upgrade | - | You are Unstoppable during Charge. |
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Minor Upgrade | - | Charge deals up to 22%[x] increased damage based on distance traveled. |
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Minor Upgrade | - | Charge deals 5%[x] increased damage per enemy pushed, up to 20%[x]. |
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Minor Upgrade | - | Charge's Cooldown is reduced by 1 second for each enemy it hit, up to 3. |
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Active Skill | Brawling Shout |
Cooldown: 25 seconds Bellow a mighty war cry, increasing your damage dealt by 7.5%[x] for 4.0 seconds. Nearby allies gain half of War Cry's effects. |
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Major Upgrade | - | War Cry's damage bonus is increased by 10% and allies now receive its full effect. You also gain Berserking for 4 seconds. |
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Major Upgrade | - | War Cry Summons Korlic who leaps at enemies, dealing 0 [110%] damage |
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Major Upgrade | - | War Cry terrifies your enemies, causing them to cower in Fear. You gain 0.300%[x] increased damage for each enemy Feared, up to 3.00%[x]. |
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Minor Upgrade | - | War Cry Slows nearby enemies by 20% for 4 seconds. |
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Minor Upgrade | - | War Cry grants 2 stacks of Ferocity. Ferocity increases your Attack Speed by 5% [+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds. |
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Minor Upgrade | - | War Cry makes nearby enemies Vulnerable for 4 seconds. |
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Minor Upgrade | - | War Cry's duration is increased to 6 seconds. |
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Active Skill | Weapon Mastery Martial |
Cooldown: 12 seconds Lucky Hit Chance: 15% Hurl your weapon, dealing 0 [210%] damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals 0 [100%] damage every second for 4 seconds. |
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Major Upgrade | - | Mighty Throw hurls another 2 weapons, dealing 0 [137%] damage upon impact, and pulses for 0 [65%] damage. |
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Major Upgrade | - | Swapping weapons near any of Mighty Throw's thrown weapons creates an additional pulse for 0 [50%] damage. |
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Major Upgrade | - | Mighty Throw is now an Ultimate Skill that drops a massive weapon for 0 [542%] damage with a 6 second cooldown. This cooldown cannot be reduced by Cooldown Reduction. |
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Minor Upgrade | - | Mighty Throw generates up to 15% of your Maximum Life (17) as a Barrier for 6 seconds. |
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Minor Upgrade | - | Increase Mighty Throw's damage radius by 20%. |
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Minor Upgrade | - | Grants 3 stacks of Ferocity each time you use Mighty Throw. |
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Minor Upgrade | - | Mighty Throw now consumes one of your Overpower stacks to deal 20%[x] increased damage. |
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Active Skill | Weapon Mastery Martial Slashing |
Cooldown: 10 seconds Lucky Hit Chance: 50% Skewer enemies in front of you, dealing 0 [20%] damage, then rip your weapon out, inflicting 0 [180%] Bleeding damage over 5 seconds. |
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Major Upgrade | - | Rupture now causes an explosion when you rip your weapon out, dealing 0 [50%] Bleeding damage over 5 seconds. Bleeding |
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Major Upgrade | - | Rupture now creates a blood pool when you rip your weapon out, inflicting 0 [50%] Bleeding damage over 5 seconds. You and your Allies gain 15% increased Attack Speed while standing in the blood pool. |
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Major Upgrade | - | Casting Rupture Summons 2 Ancients that skewer your target for 0 [20%] damage and then performing a rip attack that deals 0 [140%] as direct damage instead of Bleeding. |
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Minor Upgrade | - | Rupture's Size is increased by 25%. |
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Minor Upgrade | - | Rupture deals 25%[x] increased damage. Each subsequent enemy Hit reduces this bonus by 5%. |
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Minor Upgrade | - | Ripping your weapon out of enemies reduces Rupture's Cooldown by 1 second. |
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Minor Upgrade | - | Heal for 22% of your Maximum Life on Hit. |
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Active Skill | Weapon Mastery Martial |
Charges: 2 Charge Cooldown: 11 seconds Lucky Hit Chance: 25% Throw out a trio of chains that deal 0 [100%] damage and Pull in enemies. |
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Major Upgrade | - | Steel Grasp is also a Brawling Skill that launches 2 additional chains for 0 [65%] damage. |
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Major Upgrade | - | Steel Grasp gains 2 additional Charges and forms 3 Dust Devils dealing 0 [25%] damage. |
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Major Upgrade | - | Steel Grasp becomes a Basic Skill that has no Cooldown, generates up to 15 Fury based on Charges, but only throws a single chain. |
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Minor Upgrade | - | Steel Grasp gains 2 Charges. |
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Minor Upgrade | - | Steel Grasp grants Berserking for 2 seconds on Hit. |
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Minor Upgrade | - | Steel Grasp makes enemies Vulnerable for 4 seconds. |
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Minor Upgrade | - | Steel Grasp Weakens enemies for 4 seconds. |
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Active Skill | Weapon Mastery Martial |
Cooldown: 15 seconds Lucky Hit Chance: 50% Attempt a killing strike, dealing 0 [300%] damage to enemies in front of you. If this kills an enemy, its Cooldown is reset. |
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Major Upgrade | - | Death Blow's cooldown is reduced to 3 seconds. Hitting enemies with Death Blow increases the damage of subsequent casts by 25%[x] per hit enemy, up to 75%[x]. Kills reset this bonus. |
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Major Upgrade | - | Death Blow creates a shockwave that deals 0 [525%] damage. |
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Major Upgrade | - | Death Blow now deals Fire damage and deals an additional 0 [225%] Burning damage over 5 seconds. Enemies that die to Death Blow while Burning or to Death Blow's burn trigger a fiery explosion for 0 [30%] damage to surrounding enemies. |
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Minor Upgrade | - | Death Blow grants 1 stack of Overpower when it kills an enemy. |
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Minor Upgrade | - | Enemies you hit with Death Blow can be Executed by any of your attacks for the next 2 seconds, resetting Death Blow's cooldown on a successful Execution. |
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Minor Upgrade | - | Death Blow has 2 charges. |
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Minor Upgrade | - | Killing an enemy with Death Blow restores 100% of your Fury. |
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Active Skill | Ultimate Combat |
Cooldown: 90 seconds Explode into rage, Knocking Back surrounding enemies while gaining Berserking and Unstoppable for 10.0 seconds. |
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Major Upgrade | - | While Wrath of the Berserker is active, every 200 Fury spent increases its duration by 1 second, up to 5. |
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Major Upgrade | - | While Wrath of the Berserker is active, all attacks cause a fiery explosion for 0 [75%] damage. |
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Major Upgrade | - | While Wrath of the Berserker is active, you gain a Fire aura that deals 0 [100%] damage and Burns for 0 [10%] damage over 5 seconds. You gain 50%[+] All Resistance. |
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Minor Upgrade | - | While Wrath of the Berserker is active, gain 20%[+] Attack Speed and increase Fury Generation by 30%[x]. |
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Minor Upgrade | - | While Wrath of the Berserker is active, your Berserking damage bonus is increased by 100%[x]. |
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Minor Upgrade | - | The duration of Wrath of the Berserker is increased to 12.0 seconds. |
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Minor Upgrade | - | Wrath of the Berserker grants 1 stack of Overpower per second. Overpower increases your Damage by 15%[+] per stack. This effect stacks up to 4 times and each lasts for 4 seconds. |
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Active Skill | Ultimate Martial |
Cooldown: 30 seconds Lucky Hit Chance: 24% Activate three times to attach chains to each of your weapons and perform an attack: First, your Two-Handed Bludgeoning weapon slams into the ground, dealing 0 [180%] damage and Stunning enemies for 2 seconds. Next, your Two-Handed Slashing weapon swipes in front of you, dealing 0 [48%] damage and inflicting 0 [288%] Bleeding damage over 5 seconds. Finally, your Dual Wield weapons swing around you, dealing 0 [103%] damage per hit. |
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Major Upgrade | - | Each attack gains an additional effect:
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Major Upgrade | - | Iron Maelstrom now has 3 Charges and it always uses the same attack that matches your last used weapon at 75%[x] increased damage. |
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Major Upgrade | - | Depending on your last used weapon, Iron Maelstrom is now also a single Weapon Mastery Skill, and its Cooldown is reduced to 11 seconds. |
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Minor Upgrade | - | Weapon swaps reduce the Cooldown of Iron Maelstrom by 2 second. |
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Minor Upgrade | - | Activating Iron Maelstrom reduces all other active Cooldowns by 2 seconds. |
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Minor Upgrade | - | Enemies damaged by Iron Maelstrom are Weakened for 4 seconds. |
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Minor Upgrade | - | Each attack gains an additional effect:
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Active Skill | Ultimate Combat Ancient Summon |
Cooldown: 50 seconds Summon 3 Ancients to aid you in battle for 10 seconds.
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Major Upgrade | - | Your Ancients are empowered:
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Major Upgrade | - | Depending on your last used weapon, you summon 1 very strong Ancient for twice as long. Your Ancient gains an additional power: Korlic: You gain 10 Fury each time Korlic damages an enemy with his Frenzy. Talic: Enemies are Slowed by 50% for 1 second when damaged by his Whirlwind. Madawc: 30% chance to Stun enemies for 3 seconds when using his Upheaval. |
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Major Upgrade | - | Summon a single, permanent Ancient. Using this skill again replaces it with the next Ancient. |
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Minor Upgrade | - | When you Cast Call of the Ancients, gain 15%[+] Attack Speed and 20%[x] increased damage for 6 seconds. |
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Minor Upgrade | - | Your Ancients attack 25%[+] faster. |
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Minor Upgrade | - | When you Cast Call of the Ancients, gain 5% Damage Reduction for each Ancient summoned while they are active. |
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Minor Upgrade | - | You and each of your Ancients summoned from this Skill increase each other's damage by 7%[x]. |
1 Major Upgrade total, plus 2 Minor Upgrades total by choosing 1 from each in-game Minor Upgrade pair.
Basic Cluster
Lunging StrikeTags: Basic
Generate Fury:
12
Lucky Hit Chance: 50% Lunge forward and strike an enemy, dealing 0 [ 90%] damage. |
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Major UpgradesChoose 1 total Skewer: Lunging Strike deals 75%[x] increased damage and an additional 5%[x] increased damage for each target you lunge through, up to 100%[x]. Impaling: Lunging Strike has increased range, damages all enemies in its path, and can lunge without a target. Whirling: Lunging Strike forms a Dust Devil that deals 0 [22%] damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Range: Lunging Strike's range is increased by 2. Fury Generation: Lunging Strike generates 1 Fury for each enemy you lunge through. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Berserking: Lunging Strike grants Berserking for 3 seconds when it Critically Strikes. Healing: Lunging Strike heals you for 2% of your Maximum Life the first time it hits an enemy. |
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BashTags: Basic
Generate Fury:
15
Lucky Hit Chance: 50% Bash the enemy with your weapon, dealing 0 [ 90%] damage. Every 4th Bash will clobber, Stunning enemies for 1.5 seconds. |
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Major UpgradesChoose 1 total Heavy Knuckles: Clobbering an enemy with Bash has a 100% chance to Critical Strike, and Clobbered enemies become Vulnerable for 4 seconds. Violent Swings: Each Bash has a separate 25% chance to clobber. Atomic Blast: Clobbering an enemy with Bash causes a fiery explosion that deals 0 [113%] Fire damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Fury Generation: Clobbering with Bash generates an additional 10 Fury. Overpower: Clobbering with Bash grants 1 stack of Overpower. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Clobbering: Reduces Bash's Clobber threshold by 2. Resolve: Clobbering with Bash grants 1 stack of Resolve. |
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FrenzyTags: Basic
Generate Fury:
7
Lucky Hit Chance: 30% Unleash a rapid flurry of blows, dealing 70% damage with each pair of hits. If Frenzy hits an enemy, its Cast Speed is increased by 10%[+] for 3 seconds, up to 50%[+]. |
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Major UpgradesChoose 1 total Barrage: Frenzy stacks up an additional 5 times and you gain Berserking for 5 seconds while at maximum stacks. Throwing: Frenzy becomes a ranged attack that pierces enemies, dealing 0 [123%] damage. Raging: Frenzy now deals Fire damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Unhindered: While at maximum Frenzy stacks, you are Unhindered. Ferocity: Each stack of Frenzy gained also grants a stack of Ferocity. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Fury Generation: Frenzy generates 2 additional Fury. Frenzy Stacks: Frenzy stacks an additional 2 times. |
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FlayTags: Basic
Generate Fury:
15
Lucky Hit Chance: 50% Flay the enemy, dealing 0 [ 5%] damage and inflicting 0 [ 115%] Bleeding damage over 5 seconds. |
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Major UpgradesChoose 1 total Anemia: Flay's Bleeding duration is reduced by 2 seconds and it makes enemies Vulnerable. Hemorrhaging: Flay's Bleeding is extended by 2 seconds whenever the enemy moves too far from you. The Flayer: If Flay hits a Bleeding enemy it causes a blood explosion that inflicts 0 [29%] Bleeding damage over 5 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Slow: Flay Slows enemies by 20%. Duration Bonus: Flay's Bleeding duration is increased by 5 seconds. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Weaken: Flay Weakens enemies. Healing: Each Nearby enemy Bleeding from Flay Heals you for 1% of your Maximum Life (1.14) per second, up to 5%. |
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Core Cluster
Hammer of the AncientsTags: Core
Fury Cost:
30
Lucky Hit Chance: 50% Slam your hammer down with the fury of the Ancients, dealing 0 [ 175%] damage to a concentrated area. |
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Major UpgradesChoose 1 total Explosive: Hammer of the Ancients quakes outward and deals 0 [280%] damage. Fissure: Hammer of the Ancients forms a seismic line that deals 0 [280%] and Slows enemies hit by 80% for 4 seconds. Ancestral: Hammer of the Ancients now deals Fire damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Critical Strike: Hammer of the Ancients gains 2%[+] increased Critical Strike Chance for every 20 Maximum Fury you have, up to 20%[+] Critical Strike Chance at 200 Maximum Fury. Size and Damage Bonus: Hammer of the Ancients gains 25%[+] increased Size and 20%[x] increased damage. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Fury Generation: Gain 3%[+] increased Fury Generation for 5 seconds for each enemy damaged by Hammer of the Ancients, up to 30%[+]. Overpower: Hammer of the Ancients deals 20%[x] increased damage if you have Overpower. |
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WhirlwindTags: Core
Fury Cost:
15 per second
Lucky Hit Chance: 20% Rapidly attack surrounding enemies for 0 [ 71%] damage. |
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Major UpgradesChoose 1 total Tornado: Whirlwind also creates 2 Dust Devils that each deal 0 [62%] damage. Bursting: Whirlwind also explodes, dealing 0 [18%] Fire damage and inflicting 0 [50%] Burning damage over 5 seconds. Winding: Attacking with another Skill grants 4 stacks of charge up to 20 that decays over time. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Movement Speed: Gain 12%[x] increased Movement Speed during Whirlwind. Cost Damage Bonus: Whirlwind deals 40%[x] increased damage and costs 10 additional Fury. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Channel Damage Bonus: Channeling Whirlwind causes it to deal 1% [x] increased damage each time it hits an enemy, stacking up to 25 times. Weaken: Critical Strikes from Whirlwind Weaken enemies for 4 seconds. |
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RendTags: Core
Fury Cost:
30
Lucky Hit Chance: 33% Cleave enemies in front of you, dealing 0 [ 25%] damage and inflicting 0 [ 135%] Bleeding damage over 5 seconds. |
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Major UpgradesChoose 1 total Flailing: Rend gains 40%[+] increased Size and 40%[x] increased damage. Blood Sworn: Enemies that die while Bleeding from Rend spread 50% their remaining Bleed onto a random Close enemy. Scorching: Rend now deals Fire damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Cast Speed: Rend gains 20%[+] increased Cast Speed. Healing: Heal for 1% of your Maximum Life per second for each enemy Bleeding from Rend. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Moving Damage Bonus: Rend deals 25%[x] increased damage to enemies that are moving. Vulnerable Damage Bonus: Rend deals 20%[x] increased damage to Vulnerable enemies. |
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Double SwingTags: Core
Fury Cost:
20
Lucky Hit Chance: 30% Sweep your weapons from opposite directions, dealing 0 [ 75%] damage with each weapon. Enemies caught in the center are damaged by both. |
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Major UpgradesChoose 1 total Flurry: Each sweep also hits 1 additional time dealing 0 [38%], and an extra 2 additional times while Berserking. Twister: The initial sweep also creates 1 Dust Devil that deals 0 [38%] damage, the subsequent sweep creates 2. Slice and Dice: Sweep Size increased by 200% but Cast Speed is slowed by 40%. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Fortify: Fortifies you for 1% of your Maximum Life for each enemy hit with both weapons. Chance to Hit Twice: Gains 20% chance to hit twice. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Fury Cost Reduction: Decreases the Fury Cost of your next Double Swing per hit by 2 once per weapon. Damage Increase: Increases this Skill's damage by 2%[x] per enemy hit for 2 seconds, all stacks expire simultaneously and the duration cannot be refreshed. |
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UpheavalTags: Core
Fury Cost:
35
Lucky Hit Chance: 30% Tear into the ground with your weapon and fling debris forward, dealing 0 [ 200%] damage. |
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Major UpgradesChoose 1 total Trailblazing: Upheaval ignites the ground Burning enemies for an additional 0 [150%] damage over 4 seconds. Iron Burst: Upheaval flings Iron Shrapnel dealing 0 [38%] damage, and inflicting 0 [150%] Bleeding damage over 5 seconds. Suppress: Upheaval gains deals 75%[x] increased damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Free Cast: Every 100 Fury spent makes your next Upheaval free to cast. Overpower: Upheaval consumes 1 Overpower stack to increase Upheaval's Size by 20%[+] and damage by 20%[×]. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Damage Increase: Upheaval deals 30%[x] increased damage to the first 5 enemies hit. Fury Cost Reduction: Upheaval's Fury cost is reduced to 28 Fury. |
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Defensive Cluster
Ground StompTags: Defensive
Generate Fury:
20
Cooldown: 16 seconds Lucky Hit Chance: 33% Smash the ground, dealing 0 [ 50%] damage and Stunning surrounding enemies for 3 seconds. |
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Major UpgradesChoose 1 total Stomping Grounds: Casting Ground Stomp also causes your steps to echo additional Ground Stomps dealing 0 [13%] damage as you travel for 3 seconds Seismic: Ground Stomp no longer Stuns and instead creates an Earthquake that deals 0 [150%] damage and Slows enemies by 75%. Breach: Ground Stomp becomes a Brawling Skill that deals Fire damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Additional Charges: Ground Stomp gains 2 additional Charges. Fury Generation: Increases the Fury generated by Ground Stomp to 30. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Damage Bonus: Ground Stomp deals 20%[x] increased damage. Size Bonus: Ground Stomp gains 20%[+] increased Size. |
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Rallying CryTags: Defensive
Fury Cost:
35
Bellow a rallying cry, increasing your Movement Speed by 20%[x] for 4.0 seconds. Nearby allies gain half of Rallying Cry's effects. |
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Major UpgradesChoose 1 total Booming: Rallying Cry increases your Resource Generation by 40%[x] and your Movement Speed by an additional 10%[x]. Madawc: Rallying Cry's Fury Cost is reduced by 10 and it now Summons Madawc who upheaves the ground, dealing 0 [200%] damage. The World: Rallying Cry Dazes and Slows all enemies and their projectiles by 61% for 4 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Fortify: Rallying Cry Fortifies you for 15% of your Maximum Life when cast. Duration Bonus: Rallying Cry's duration is increased to 7 seconds. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Fury Gain: For every 3 meter traveled while Rallying Cry is active, restore 2 primary resource to yourself and half to nearby allies. Potency: Rallying Cry's effectiveness is increased by 20% plus an additional 5% for each ally affected, up to 20%. |
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Iron SkinTags: Defensive
Cooldown:
14 seconds
Steel yourself for 3 seconds, increasing your Maximum Life by 10% and gaining a Barrier that absorbs 60.0% of your Maximum Life ( 68) in damage. |
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Major UpgradesChoose 1 total Juggernaut: Iron Skin also grants Unstoppable and enemies that hit you are Knocked back. Endure: Iron Skin no longer grants a Barrier, but your Life cannot be reduced below 1 for the duration and you are healed to 15.0% Life when Iron Skin expires. Retaliation: Iron Skin no longer grants a Barrier. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Movement Speed: Iron Skin increases your Movement Speed by 15%[x]. Weaken: Enemies attacking you while Iron Skin is active become Weakened for 3 seconds. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Resolve: Iron Skin grants 2 stacks of Resolve when cast. Maximum Life: Increase the Maximum Life granted from Iron Skin to 15%. |
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Challenging ShoutTags: Defensive
Cooldown:
25 seconds
Taunt Nearby enemies and gain 20.0% Damage Reduction for 8.0 seconds. |
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Major UpgradesChoose 1 total Bawl: Challenging Shout grants an additional 20% Damage Reduction that decays over its duration. Talic: Challenging Shout Summons Talic, who spins in a whirlwind rapidly attacking enemies for 0 [80%] damage. Raging: Challenging Shout causes enemies to burn with rage, dealing 0 [600%] Burning damage over 8 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Weaken: Challenging Shout Weakens enemies. Duration Bonus: Challenging Shout's duration is increased by 2 seconds. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Damage Bonus: The first 5 enemies Taunted by Challenging Shout take 20%[x] increased damage from you. Fury Generation: Taking damage while Challenging Shout is active will generate 3 Fury. |
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Brawling Cluster
KickTags: Brawling
Charges:
2
Charge Cooldown: 9 seconds Lucky Hit Chance: 40% Throw a powerful kick that deals 0 [ 100%] damage and Knocks Back enemies in front of you. Enemies who are Knocked Back into terrain take an additional 0 [ 50%] damage and are Stunned for 3 seconds. |
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Major UpgradesChoose 1 total Power: Instead of Knocking Back enemies, Kick becomes a Core Skill which costs 30 Fury and deals 0 [100%] damage, increased by 0.5%[x] per Maximum Fury you have, up to 150 Fury. Crimson: Kick now deals 0 [25%] Fire damage and inflicts 0 [25%] Burning damage over 4 seconds. Madness: You dash towards your enemy and deliver a powerful kick that deals 0 (175%) and Knocks Down enemies for 4 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Increase Damage: Moving increases Kick's damage by up to 20%[x]. Vulnerable: Kick makes enemies Vulnerable for 4 seconds. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Cooldown Reduction: Kicking an enemy reduces the Cooldowns of your Mobility Skills by 2 seconds. Collide: Kicked enemies deal 0 [20%] damage to enemies they collide with. |
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LeapTags: Brawling
Generate Fury:
15
Cooldown: 17 seconds Lucky Hit Chance: 66% Leap forward and then slam down, dealing 0 [ 55%] damage and Slowing enemies by 70% for 3 seconds. |
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Major UpgradesChoose 1 total Death From Above: Leap's Size and damage are increased the further you Leap, up to 30% increased Size and 0 [96%] damage. Earthshatter: Leap now deals 0 [19%] damage and can be Cast again within 2 seconds before the Cooldown begins. Mosh: Leap Summons 3 Ancients that Leap at a random enemy and deal 0 [14%] damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Arsenal Bonus: Leap grants a bonus based on its Arsenal Selection:
Fury Generation: Leap now generates 20 Fury. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Damage Bonus and Crowd Control: Leap deals 20%[x] increased damage and Knocks Down enemies for 1 second. Pull: Leap now Pulls In enemies upon landing. |
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ChargeTags: Brawling
Generate Fury:
5 per enemy hit
Cooldown: 17 seconds Lucky Hit Chance: 100% Rush forward and push enemies before swinging your weapon, dealing 0 [ 180%] damage and Knocking Back enemies. |
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Major UpgradesChoose 1 total Merciless Assault: Charge gains 3 Charges, and all of its Charges are refreshed on Cooldown. Phalanx: Charge Summons 2 Ancients to Charge with you and swing for 0 [67%] damage. Battering Ram: Charge now deals Fire damage. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Unstoppable: You are Unstoppable during Charge. Distance Damage Bonus: Charge deals up to 22%[x] increased damage based on distance traveled. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Enemy Damage Bonus: Charge deals 5%[x] increased damage per enemy pushed, up to 20%[x]. Cooldown Reduction: Charge's Cooldown is reduced by 1 second for each enemy it hit, up to 3. |
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War CryTags: Brawling
Cooldown:
25 seconds
Bellow a mighty war cry, increasing your damage dealt by 7.5%[x] for 4.0 seconds. Nearby allies gain half of War Cry's effects. |
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Major UpgradesChoose 1 total Mighty Roar: War Cry's damage bonus is increased by 10% and allies now receive its full effect. Korlic: War Cry Summons Korlic who leaps at enemies, dealing 0 [110%] damage The Scream: War Cry terrifies your enemies, causing them to cower in Fear. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Slow: War Cry Slows nearby enemies by 20% for 4 seconds. Ferocity: War Cry grants 2 stacks of Ferocity. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Vulnerable: War Cry makes nearby enemies Vulnerable for 4 seconds. Duration Increase: War Cry's duration is increased to 6 seconds. |
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Weapon Mastery Cluster
Mighty ThrowTags: Weapon Mastery
Cooldown:
12 seconds
Lucky Hit Chance: 15% Hurl your weapon, dealing 0 [ 210%] damage upon impact and sticking in the ground. While in the ground, your weapon pulses and deals 0 [ 100%] damage every second for 4 seconds. |
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Major UpgradesChoose 1 total Spares: Mighty Throw hurls another 2 weapons, dealing 0 [137%] damage upon impact, and pulses for 0 [65%] damage. Rapid: Swapping weapons near any of Mighty Throw's thrown weapons creates an additional pulse for 0 [50%] damage. Mightiest: Mighty Throw is now an Ultimate Skill that drops a massive weapon for 0 [542%] damage with a 6 second cooldown. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Barrier: Mighty Throw generates up to 15% of your Maximum Life (17) as a Barrier for 6 seconds. Size Bonus: Increase Mighty Throw's damage radius by 20%. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Ferocity: Grants 3 stacks of Ferocity each time you use Mighty Throw. Overpower: Mighty Throw now consumes one of your Overpower stacks to deal 20%[x] increased damage. |
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RuptureTags: Weapon Mastery
Cooldown:
10 seconds
Lucky Hit Chance: 50% Skewer enemies in front of you, dealing 0 [ 20%] damage, then rip your weapon out, inflicting 0 [ 180%] Bleeding damage over 5 seconds. |
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Major UpgradesChoose 1 total Gore: Rupture now causes an explosion when you rip your weapon out, dealing 0 [50%] Bleeding damage over 5 seconds. Blood Pool: Rupture now creates a blood pool when you rip your weapon out, inflicting 0 [50%] Bleeding damage over 5 seconds. All For One: Casting Rupture Summons 2 Ancients that skewer your target for 0 [20%] damage and then performing a rip attack that deals 0 [140%] as direct damage instead of Bleeding. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Size Bonus: Rupture's Size is increased by 25%. Damage Bonus: Rupture deals 25%[x] increased damage. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Cooldown Reduction: Ripping your weapon out of enemies reduces Rupture's Cooldown by 1 second. Healing: Heal for 22% of your Maximum Life on Hit. |
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Steel GraspTags: Weapon Mastery
Charges:
2
Charge Cooldown: 11 seconds Lucky Hit Chance: 25% Throw out a trio of chains that deal 0 [ 100%] damage and Pull in enemies. |
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Major UpgradesChoose 1 total Chain Whip: Steel Grasp is also a Brawling Skill that launches 2 additional chains for 0 [65%] damage. Devil's Chain: Steel Grasp gains 2 additional Charges and forms 3 Dust Devils dealing 0 [25%] damage. Solo Chain: Steel Grasp becomes a Basic Skill that has no Cooldown, generates up to 15 Fury based on Charges, but only throws a single chain. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Extra Charges: Steel Grasp gains 2 Charges. Berserking: Steel Grasp grants Berserking for 2 seconds on Hit. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Vulnerable: Steel Grasp makes enemies Vulnerable for 4 seconds. Weaken: Steel Grasp Weakens enemies for 4 seconds. |
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Death BlowTags: Weapon Mastery
Cooldown:
15 seconds
Lucky Hit Chance: 50% Attempt a killing strike, dealing 0 [ 300%] damage to enemies in front of you. If this kills an enemy, its Cooldown is reset. |
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Major UpgradesChoose 1 total Consecutive: Death Blow's cooldown is reduced to 3 seconds. Sonic Boom: Death Blow creates a shockwave that deals 0 [525%] damage. Blast: Death Blow now deals Fire damage and deals an additional 0 [225%] Burning damage over 5 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Overpower: Death Blow grants 1 stack of Overpower when it kills an enemy. Execute: Enemies you hit with Death Blow can be Executed by any of your attacks for the next 2 seconds, resetting Death Blow's cooldown on a successful Execution. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Charges: Death Blow has 2 charges. Fury Generation: Killing an enemy with Death Blow restores 100% of your Fury. |
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Ultimate Cluster
Wrath of the BerserkerTags: Ultimate
Cooldown:
90 seconds
Explode into rage, Knocking Back surrounding enemies while gaining Berserking and Unstoppable for 10.0 seconds. |
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Major UpgradesChoose 1 total Maximum Carnage: While Wrath of the Berserker is active, every 200 Fury spent increases its duration by 1 second, up to 5. Deep Impact: While Wrath of the Berserker is active, all attacks cause a fiery explosion for 0 [75%] damage. Full Throttle: While Wrath of the Berserker is active, you gain a Fire aura that deals 0 [100%] damage and Burns for 0 [10%] damage over 5 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Fury Generation: While Wrath of the Berserker is active, gain 20%[+] Attack Speed and increase Fury Generation by 30%[x]. Berserking: While Wrath of the Berserker is active, your Berserking damage bonus is increased by 100%[x]. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Duration Bonus: The duration of Wrath of the Berserker is increased to 12.0 seconds. Overpower: Wrath of the Berserker grants 1 stack of Overpower per second. |
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Iron MaelstromTags: Ultimate
Cooldown:
30 seconds
Lucky Hit Chance: 24% Activate three times to attach chains to each of your weapons and perform an attack: First, your Two-Handed Bludgeoning weapon slams into the ground, dealing 0 [ 180%] damage and Stunning enemies for 2 seconds. Next, your Two-Handed Slashing weapon swipes in front of you, dealing 0 [ 48%] damage and inflicting 0 [ 288%] Bleeding damage over 5 seconds. Finally, your Dual Wield weapons swing around you, dealing 0 [ 103%] damage per hit. |
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Major UpgradesChoose 1 total Armageddon: Each attack gains an additional effect:
Hidden Technique: Iron Maelstrom now has 3 Charges and it always uses the same attack that matches your last used weapon at 75%[x] increased damage. Mastered Weapon: Depending on your last used weapon, Iron Maelstrom is now also a single Weapon Mastery Skill, and its Cooldown is reduced to 11 seconds. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Cooldown Reduction: Weapon swaps reduce the Cooldown of Iron Maelstrom by 2 second. Global Cooldown Reduction: Activating Iron Maelstrom reduces all other active Cooldowns by 2 seconds. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Weaken: Enemies damaged by Iron Maelstrom are Weakened for 4 seconds. Additional Effect: Each attack gains an additional effect:
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Call of the AncientsTags: Ultimate
Cooldown:
50 seconds
Summon 3 Ancients to aid you in battle for 10 seconds.
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Major UpgradesChoose 1 total Empowered: Your Ancients are empowered:
The Chosen: Depending on your last used weapon, you summon 1 very strong Ancient for twice as long. Highlander: Summon a single, permanent Ancient. |
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Minor Upgrades Pair 1Choose 1 of 2 Minor Upgrades Attack Speed and Damage Bonus: When you Cast Call of the Ancients, gain 15%[+] Attack Speed and 20%[x] increased damage for 6 seconds. Ancient Attack Speed: Your Ancients attack 25%[+] faster. |
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Minor Upgrades Pair 2Choose 1 of 2 Minor Upgrades Damage Reduction: When you Cast Call of the Ancients, gain 5% Damage Reduction for each Ancient summoned while they are active. Damage Bonus: You and each of your Ancients summoned from this Skill increase each other's damage by 7%[x]. |
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Great stuff!! Keep up the good work!
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