Diablo III - Reaper of Souls Datamined Class Changes
So today we start round two of information - and oh how much more info there is! There are changes for every class. overneathe and I will be formating these as fast as our fingers can go
IMPORTANT - Chances are none of these will go unchanged before release
Remember this is not even a beta build - These are NOWHERE near finished / balanced. Expect to see many, many more changes to all of these abilities (and others) before release
Even Scary changes like the barb change - Blizzard has to test out the ideas - somewhere. That is all this is - testing. This is such an early build, these will be changing so much. Do not go to crazy
Also Until we format each one of these by hands there can be datamining errors. Please keep this in mind if you see a super super weird number randomly there.
if a skill or rune is missing - this means it was not changed at all
This is a Work in Progress Post
As I said above, we will be posting them as they get formatted. I will do an update log here as we add more.
Update 9:54 PM EST - Custom Engineering (DH passive) is clearly bugged
Barbarian
DiabloFans Quote:
Barbarian
Ruthless[s]Critical Hit Chance increased by 5%. Critical Hit Damage increased by 50%. / Many skills and runes rely on Critical Hits [/s]You deal 40% additional damage to [s]trigger their effects[/s]enemies below 30% health.
Weapons Master Gain a bonus based on the weapon type of your main hand weapon: / Swords/Daggers: [s]15[/s]8% increased damage / Maces/Axes: [s]10[/s]5% Critical Hit Chance / Polearms/Spears: 10% attack speed / Mighty Weapons: 3 Fury per hit
Bloodthirst[s]Gain 3%[/s]Each point of [s]all damage done as[/s]Fury spent heals you for 165 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.
No Escape[s]Increases[/s]Increase the damage of [s]Ancient Spear and [/s]Weapon Throw [s]by 10%. In addition, a Critical Hit with[/s]and Ancient Spear [s]resets the cooldown while Critical Hits with Weapon Throw have a chance to return 14 Fury[/s]by 20% against enemies more than 25 yards away from you.
Relentless No matter the odds[s],[/s] some warriors simply refuse to fall.
Bash Generate: 8 Fury per attack / Brutally smash an enemy for 165% weapon damage[s] with a 20% chance to Knockback[/s].
Onslaught : [s]Add[/s]Each hit adds 2 reverberations that cause 25% weapon damage per strike.[s] Removes the chance for Knockback.[/s]
Punish : [s]Increases[/s]Increase the damage of your skills by 8% for 5 seconds after using Bash. This effect stacks up to 3 times.
Clobber : [s]Instead of Knockback, each[/s]Each hit has a 35% chance to Stun the [s]target[/s]enemy for 1.5 seconds.
Pulverize : [s]Cause[/s]Each hit causes a shockwave that [s]inflicts[/s]deals 38% weapon damage to enemies in a 26 yard line behind the [s]targeted[/s]primary enemy.
Invigorate : [s]Increases[/s]Increase maximum Life by 10% and [s]regenerates 620 Life[/s]Life regeneration by 1651 per second while affected by War Cry.
Mob Rule : [s]Extend the effect to nearby allies, reducing damage taken by 65% for 5 seconds[/s]Allies within 50 yards also benefit from Ignore Pain.
Bravado : [s]When activated, Knockback all enemies within 12 yards[/s]Breaks the effects of Root, Stun, Fear, Immobilized, and [s]deal 50% weapon damage to them[/s]Snare.
Ignorance is Bliss : While Ignore Pain is active, gain [s]20% of all damage dealt as[/s]289 Life per Fury spent.
Ancient Spear[s]Generate[/s]Cost: [s]15[/s]20 Fury[s] / Cooldown: 0 seconds[/s] / Throw a spear [s]to pull an enemy back to you, briefly slowing the target's movement by 60%[/s]that pierces enemies and [s]dealing 185[/s]deals 200% weapon damage.
stat : [s]Throw a spear with a maximum range of 45 yards, pulling an enemy back to the Barbarian, slowing movement speed and dealing 213% weapon damage.[/s]
Harpoon : [s]Pierce through multiple[/s]Add a chain to the spear to drag all enemies [s]in a straight line and drag them all[/s]hit back to you and Slow them.
[s]Grappling Hooks : Throw 3 spears. Each spear will pull back the enemy that it hits[/s]Dread Spear / Expend all remaining Fury to deal an additional 10% weapon damage for every extra point of Fury expended.
[s]Dread Spear[/s]Jagged Edge : [s]Gain Life equal to 60% of[/s]Increase the damage [s]inflicted[/s]to 260% weapon damage.
[s]Skirmish[/s]Ranseur : [s]Increases Fury gained to 30[/s]Enemies hit are carried by the spear and knocked back.
Rage Flip : [s]Enemies[/s]Add a chain to the spear to throw all enemies hit [s]with Ancient Spear are pulled in the opposite direction[/s]behind you and [s]damage is increased to 213% weapon damage[/s]Slow them.
Furious Charge Generate: 15 Fury / Cooldown: 10 seconds / Rush forward knocking back [s]enemies [/s]and [s]inflicting[/s]dealing 195% weapon damage to enemies along [s]the[/s]your path[s] of the charge[/s].
stat : [s]Rush forward to inflict 195% weapon damage to enemies at the destination and 195% damage to enemies along the path of the charge.[/s]
Dreadnought : [s]Regain 8% of[/s]All enemies hit are pulled to your [s]maximum Life for each target hit by Furious Charge[/s]destination.
Bull Rush : Any [s]targets[/s]enemies who are critically hit by Furious Charge [s]will be[/s]are stunned for 2.5 seconds.
Stamina : Generate 8 additional Fury for each [s]target[/s]enemy hit while charging.
Merciless Assault : Cooldown is reduced by 2 seconds for every [s]target[/s]enemy hit. This effect can reduce the cooldown by up to 10 seconds.
Battle Rage Cost: 20 Fury / Enter a rage which increases your damage by 15% and Critical Hit Chance by 3% for 120 seconds.
Indigo : Ferocity /[s] While under the effects of Battle Rage,[/s] Critical Hits have a chance to increase the duration of Battle Rage by 2 seconds.
Obsidian : Swords to Ploughshares /[s] While under the effects of Battle Rage,[/s] Critical Hits have up to a 5% chance to cause enemies to drop additional health globes.
Into the Fray : [s]While[/s]Gain 1% Critical Hit Chance for each enemy within 10 yards while under the effects of Battle Rage[s], Critical Hits have a chance to generate 15 additional Fury[/s].
Alabaster : Bloodshed /[s] While under the effects of Battle Rage,[/s] Critical Hits have a chance to cause an explosion of blood dealing 20% of the damage done to all other nearby enemies.
Wrath of the Berserker Enter a berserker rage which raises several attributes for 15 seconds[s].[/s]: / Critical Hit Chance: 10% / Attack Speed: 25% / Dodge Chance: 20% / Movement Speed: 20% / Cost: 50 Fury / Cooldown: 2 Minutes
Striding Giant : [s]Increases[/s]Increase the bonus to Dodge Chance to 60%.
Thrive on Chaos : [s]Every 25[/s]Gain 248 Life per Fury [s]gained[/s]spent while under the effects of Wrath of the Berserker[s] is active adds 1 second to the duration of the effect[/s].
Alabaster : Slaughter /[s] While Wrath of the Berserker is active,[/s] Critical Hits have a chance to cause an eruption of blood dealing 155% weapon damage to enemies within 15 yards while Wrath of the Berserker is active.
Launch : [s]Jump[/s]You jump into the air with such great force that enemies within 8 yards of the origin of the jump are also slowed by 60% for 3 seconds.
Weapon Throw[s]Cost[/s]Generate: [s]10[/s]5 Fury per attack / Hurl a throwing weapon at an enemy [s]for[/s]dealing 130% weapon damage and [s]Slow the[/s]Slowing movement [s]of the enemy[/s]speed by 60% for 2 seconds.
stat : [s]Hurl a throwing weapon at an enemy for 130% weapon damage and slowing the movement of the enemy by 60% for 2 seconds.[/s]
Ricochet : [s]Cause the[/s]The weapon [s]to ricochet and hit up[/s]ricochets to 3 [s]targets[/s]enemies within 20 yards of each other.
Throwing Hammer : Hurl a hammer with a 50% chance to Stun the [s]target[/s]enemy for 1.5 seconds.
[s]Dread Bomb : Expend all remaining Fury to throw a corpse which inflicts an additional 3% weapon damage for each point of[/s]Balanced Weapon / Increase Fury [s]expended[/s]generated to [s]all enemies within 12 yards of the target[/s]8.
Stupefy : Aim for the head, gaining a 20% chance of causing your [s]target[/s]enemy to be Confused and attack other enemies for 6 seconds.
Rend Cost: 20 Fury / A sweeping strike causes all [s]nearby enemies[/s]enemies within 12 yards to Bleed for 700% weapon damage as Physical over 5 seconds.
Blood Lust : [s]Gain 9[/s]Heal for 0.5% of [s]the damage done by Rend as[/s]your maximum Life per second for each affected enemy.
Frenzy Generate: 3 Fury per attack / Swing for 110% weapon damage. Frenzy's attack speed increases by 15% for 4 seconds with each swing. This effect [s]can stack[/s]stacks up to 5 times[s] for a total bonus of 75% attack speed[/s].
stat : [s]Swing for 110% weapon damage. Each swing increases attack speed of Frenzy by 15% for 0 seconds. This effect can stack up to 5 times for a total bonus of 75% attack speed.[/s]
Vanguard : [s]While under the effects of Frenzy, you gain[/s]Gain 15% increased movement speed while under the effects of Frenzy.
Smite : [s]Add[/s]Each hit has a 20% chance to call down a bolt of lightning from above, stunning [s]your target[/s]the enemy for 1.5 seconds.
Call of the Ancients Cost: 50 Fury / Cooldown: 120 seconds / Summon the ancient Barbarians Talic, Korlic, and Madawc to fight alongside you for [s]15[/s]30 seconds. Each deals [s]60[/s]100% weapon damage per swing in addition to bonus abilities. / *Talic wields a sword and shield and uses the Whirlwind skill. / *Korlic wields a massive polearm and uses the Cleave skill. / *Madawc dual-wields axes and uses the Weapon Throw skill.
stat : The Ancients improve to inflict [s]60[/s]100% weapon damage with each attack.
NYI -Korlic's Might : [s]Korlic gains the skill Furious Charge which deals 200% of your weapon damage to all enemies in a line.[/s]NYI
The Council Rises : The Ancients [s]inflict 66[/s]deal 110% weapon damage with each attack and [s]have[/s]gain 100% additional Armor.
NYI - Madawc's Madness : [s]Madawc gains the skill Seismic Slam which deals 180% of your weapon damage to enemies in an arc.[/s]NYI
NYI - Talic's Anger : [s]Talic gains the skill Leap which deals 250% of your weapon damage to enemies in the area of the leap.[/s]NYI
Seismic Slam Cost: 30 Fury / Slam the ground and cause a wave of destruction that deals 240% weapon damage and 8 yard Knockback to [s]targets[/s]enemies in a 45 yard arc.
stat : [s]Increase damage to 240% weapon damage and knockback to targets in a 45 yard arc.[/s]
Shattered Ground : Increase damage to 288% weapon damage and [s]increases[/s]increase Knockback distance by 100%.
Stagger : [s]Add[/s]Each hit has has a [s]70[/s]100% chance of stunning enemies for 1.5 seconds.
Strength from Earth : [s]Reduce Fury cost to 15 Fury[/s]Gain 2% of your maximum Life for every enemy hit.
Cracking Rift : Focus the seismic shockwaves along a narrow path to [s]inflict[/s]deal 340% weapon damage to [s]targets[/s]enemies along a 42 yard path.
Whirlwind Cost: 10 Fury / Deliver multiple attacks to everything in your path for 145% weapon damage. / While whirlwinding, you move at 66% movement speed.
stat : [s]Inflict 145% weapon damage every 3 seconds.[/s]
Volcanic Eruption : Turns Whirlwind into a torrent of magma that [s]inflicts[/s]deals 189% weapon damage as Fire.
Dust Devils : Generate harsh tornadoes that [s]inflict[/s]deal 40% weapon damage to enemies in their path.
Hurricane : [s]Allows[/s]Pull enemies from up to 45 yards away towards you [s]to move at your movement speed [/s]while[s] using Whirlwind[/s] Whirlwinding.
Revenge Revenge has a 15% chance to become active each time you are hit. / [s]Inflict[/s]Deal 220% weapon damage to all nearby enemies. You heal 5% of your maximum Life for each enemy hit.
Provocation : [s]Increases[/s]Increase the chance Revenge will become active to 30% each time you are hit by an attack.
Grudge : [s]Knocks[/s]Knockback enemies[s] back[/s] 24 yards [s]whenever[/s]when using Revenge[s] is used[/s].
Best Served Cold : [s]After using Revenge,[/s]Increase your Critical Hit Chance [s]is increased [/s]by 10% for 12 seconds after using Revenge.
Overpower Cooldown: 12 seconds / Deal 165% weapon damage to all targets within 9 yards. [s]Landing a[/s]/ Critical [s]Hit has[/s]Hits have a chance to [s]lower[/s]reduce the cooldown of Overpower by 1 second.
Storm of Steel : Throw up to 3 axes at nearby enemies [s]which inflict[/s]that each deal 50% weapon damage[s] each[/s].
Revel : [s]Heal 8% of your maximum Life for every enemy hit[/s]Increase damage to 215% weapon damage.
Crushing Advance : Redirect 35% of incoming melee [s]and ranged [/s]damage back to the attacker for 4 seconds after Overpower is activated.
Thrill of the Hunt Every [s]7[/s]6 seconds, your next skill that costs Hatred will immobilize [s]your target[/s]all enemies hit for 2 seconds.
Vengeance Your maximum Hatred is increased by 25. In addition, gain 20 Hatred and 2 Discipline [s]whenever[/s]when you are healed by a health globe.
Cull the Weak[s]Damage[/s]Increase damage against slowed enemies [s]increased [/s]by [s]15[/s]20%.
Brooding[s]You gain 2% of your maximum[/s]Gain 1.5% Life regeneration per second[s].[/s] for every second you remain stationary, stacking up to 3 times. This bonus is reset 5 seconds after you move.
Hot Pursuit[s]Whenever[/s]Increase movement speed by 15% when you are at full Hatred[s], movement speed is increased by 15%[/s].
Archery Gain a bonus based on [s]the[/s]your weapon type[s] of your main hand weapon[/s]: / Bow: [s]15[/s]8% increased damage / Crossbow: 50% Critical Hit Damage / Hand Crossbow: [s]10[/s]5% Critical Hit Chance / 2nd Hand Crossbow: 1 Hatred generation
Numbing Traps Enemies you Slow or hit [s]by[/s]with Fan of Knives, Spike Trap, Caltrops, Grenades, and Sentry fire have their damage reduced by 20% for 3 seconds.
Perfectionist[s]Reduces[/s]Reduce the Discipline cost of all skills by 10%. [s]Increases[/s]Increase your Life, Armor, and[s] all of your resistances[/s] resistance to all elements by 10%. / Discipline is used to fuel many of your tactical and defensive skills.
Custom Engineering[s]The[/s]Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry [s]is increased [/s]by 100%. / [s]Increases[/s]Increase the maximum number of Sentries to 0 and Spike Traps to [s]8[/s]0.
Grenadier[s]Increases Hatred generated from Grenades[/s]Increase the damage of grenades by [s]2 and reduces[/s]20%. / Increase the [s]Hatred cost[/s]explosion size of [s]Cluster Arrow[/s]grenades by [s]10.[/s]40%. / Upon death, you drop a giant grenade that explodes for [s]450[/s]1000% weapon damage as Fire.
Sharpshooter Gain [s]3[/s]4% Critical Hit Chance every second. This bonus is reset 1 second after you successfully critically hit.
Ballistics[s]Damage from[/s]Increase damage of rockets [s]increased [/s]by [s]50[/s]100%. / [s]Rockets are fired from certain skill rune effects[/s]In addition, you have a 20% chance to fire a homing rocket for 150% weapon damage when you attack.
Multishot Cost: [s]30[/s]25 Hatred / Fire a massive volley of arrows dealing [s]165[/s]220% weapon damage to all enemies in the area.
stat : Volley deals [s]215[/s]286% weapon damage to all enemies in the area.
Full Broadside : Increase the damage of Multishot to [s]215[/s]286% weapon damage.
Burst Fire : [s]Every[/s]Each time you fire, generate a shock pulse that damages nearby enemies within 12 yards for [s]65[/s]200% weapon damage as Arcane.
Arsenal : Every [s]use also fires[/s]time you fire, launch 3 rockets at nearby enemies that each deal [s]60[/s]200% weapon damage as Fire[s] each[/s].
Fire at Will : [s]Cost reduced to 15[/s]Reduce the Hatred[s]. Deals 165% weapon[/s] cost to 15. / Multishot's damage [s]as[/s]turns into Lightning.
Suppression Fire : [s]Every enemy hit grants[/s]Gain 1 Discipline[s].[/s] for each enemy hit. Maximum 6 Discipline gain per Multishot.
Fan of Knives[s]Cost: 20 Hatred / [/s]Cooldown: [s]10[/s]8 seconds / Throw knives out in a spiral around you, [s]doing[/s]dealing 320% weapon damage to all enemies within [s]10[/s]20 yards[s] of you[/s]. Your knives will also Slow the movement of enemies by 60]% for 2 seconds.
stat : Throw knives out in a spiral around you, [s]doing 5[/s]dealing 6 - [s]5[/s]6 Physical damage to all enemies within [s]10[/s]20 yards[s] of you[/s]. Your knives will also Slow the movement of enemies by 60]% for 2 seconds.
Crimson : [s]Hail of [/s]Knives Expert / [s]Increase[/s]Remove the [s]radius to damage all enemies within 20 yards[/s]cooldown but adds a 30 Hatred cost.
Assassin's Knives : [s]Throw[/s]Also throw long-range knives that deal 70% weapon damage to 5 additional [s]targets[/s]enemies.
Fan of Daggers : Imbue your knives with a [s]65[/s]100% chance to [s]Stun enemies for 2 seconds[/s]Knockback.
[s]Crippling Razors[/s]Pinpoint Accuracy : [s]Increase[/s]Double the damage but increase the [s]amount enemies are slowed[/s]cooldown to [s]80% for 2[/s]12 seconds.
[s]Retaliate : Surround yourself with whirling blades that deal 464% weapon damage to all enemies if you are struck in the next 10[/s]Bladed Armor / Gain 30]% additional armor for 4 seconds.
Bola Shot Generate: 3 Hatred / Shoot out an explosive bola that wraps itself around [s]its target[/s]the enemy. After 1 second, the bola explodes dealing 160% weapon damage as Fire to the [s]target[/s]enemy and an additional 110% weapon damage as Fire to all other [s]targets[/s]enemies within 14 yards.
stat : [s]Shoot out an explosive bola that wraps around its target. After 1 second, the bola explodes, dealing 160% weapon damage as Fire to the target and an additional 110% weapon damage as Fire to all targets within 14 yards.[/s]
Acid Strike : Shoot 3 bolas that each deal 160% weapon damage as Poison. The bolas no longer explode for area damage to nearby [s]targets[/s]enemies.
Thunder Ball : When the bola explodes, it deals 160% weapon damage as Lightning and has a 35% chance to Stun the primary [s]target[/s]enemy for 1.5 seconds.
Imminent Doom : Augment the bola to deal 216% weapon damage as Arcane to the [s]target[/s]enemy and 149% weapon damage as Arcane to all other [s]targets[/s]enemies within [s]0[/s]14 yards, but increases the explosion delay to 2 seconds.
Trail of Cinders : Leave a trail of fire in your wake that [s]inflicts[/s]deals 300% weapon damage as Fire over 3 seconds.
Acrobatics : [s]Removes[/s]Remove the Discipline cost but [s]adds a 10[/s]add an 8 second cooldown.
Action Shot : [s]As you travel[/s]While Vaulting, shoot 4 arrows for 75% weapon damage at nearby [s]targets[/s]enemies. These shots are guaranteed Critical Hits.
Rattling Roll : [s]All enemies within 8 yards of your destination[/s]Enemies you vault through are knocked [s]back[/s]away and [s]stunned[/s]Stunned for 1.5 seconds.
Spike Trap Cost: 30 Hatred / Lay a trap that arms after [s]1.[/s]2 seconds and triggers when an enemy approaches. The trap [s]does 275[/s]has a 2 second re-arming time and can explode up to 3 times, each time dealing 200% weapon damage to all enemies within 8 yards. / You can have a maximum of 3 Spike Traps active at one time.
Long Fuse : [s]Increases[/s]Increase the arming and re-arming time to [s]2[/s]3 seconds but increases damage to [s]371[/s]270% weapon damage.
Echoing Blast : [s]Your Spike Traps can explode up[/s]Increase the damage to [s]3 times, dealing 275[/s]240% weapon damage [s]as[/s]and turns the damage into Poison[s] to all enemies within 8 yards each time[/s].
Sticky Trap : Plant a bomb on an enemy rather than on the ground. [s]If the target dies within 30[/s]After 2 seconds, the bomb explodes dealing [s]404[/s]280% weapon damage to all enemies within [s]16[/s]8 yards.
Lightning Rod : When the trap is triggered, it releases a pulse of lightning that will bounce to up to 3 enemies for [s]275[/s]200% weapon damage as Lightning.
Grenades Generate: 3 Hatred / Throw out [s]three[/s]5 grenades that explode for 95% weapon damage as Fire each.
Gas Grenades : Throw 3 gas grenades that explode for 95% weapon damage as Poison and leave a cloud that deals an additional [s]25[/s]75% weapon damage [s]per second [/s]as Poison [s]for[/s]over 3 seconds to enemies who stand in the area.
Cluster Grenades : Throw cluster grenades that deal 112% weapon damage as Fire over [s]an 8[/s]a 36 yard radius.
[s]Fire Bomb[/s]Grenade Cache : Throw [s]a single grenade[/s]out 5 grenades that [s]deals 124[/s]explode for 95% weapon damage as Fire each.
Tinkerer : [s]Increases[/s]Increase Hatred [s]generation[/s]generated to 6[s] Hatred[/s].
Chakram Cost: 10 Hatred / Fire a swirling Chakram that [s]does 170[/s]deals 200% weapon damage as Physical to enemies along its path.
stat : [s]Fire a swirling projectile that does 2 - 2 Physical damage to enemies along its path.[/s]
Twin Chakrams : A second Chakram mirrors the first. Each Chakram deals [s]114[/s]130% weapon damage as Physical.
Boomerang : The Chakram path turns into a loop, dealing [s]230[/s]240% weapon damage as Lightning to enemies along [s]the[/s]its path.
Serpentine : The Chakram follows a slow curve, dealing [s]230[/s]270% weapon damage as Poison to enemies along the path.
Razor Disk : The Chakram spirals out from the targeted location dealing [s]187[/s]220% weapon damage as Arcane to enemies along the path.
Shuriken Cloud : Surround yourself with spinning Chakrams for [s]120 seconds[/s]2 minutes, dealing [s]34[/s]50% weapon damage per second as Physical to nearby enemies.
Carved Stakes : [s]Reduces[/s]Reduce the cost of Caltrops to 4 Discipline.
Bait the Trap : Become empowered while standing in the area of effect, gaining an additional 10% Critical Hit Chance[s] with all attacks[/s].
Cluster Arrow Cost: [s]50[/s]40 Hatred / Fire a cluster arrow that explodes for [s]225[/s]300% weapon damage as Fire into a series of 4 additional [s]miniature bombs[/s]grenades that each explode for [s]100[/s]135% weapon damage as Fire[s] each[/s].
stat : [s]Fire a Cluster grenade that explodes for 230% weapon damage into a series of additional miniature bombs that explode for 100% weapon damage.[/s]
Loaded for Bear : [s]Increases[/s]Increase the damage of the explosion at the impact location to [s]304[/s]405% weapon damage as Fire.
Shooting Stars : Instead of releasing grenades, [s]shoots[/s]release up to 3 rockets at nearby enemies [s]dealing 175[/s]that each deal 300% weapon damage as Physical[s] each[/s].
Cluster Bombs : Launch [s]the[/s]a cluster through the air, dropping [s]bombs[/s]grenades in a straight line that each explode for [s]230[/s]280% weapon damage as Fire.
Maelstrom : Instead of releasing [s]grenades, the cluster releases[/s]bombs, release up to 5 shadow [s]energy[/s]tendrils at nearby enemies that [s]deals 165[/s]each deal 225% weapon damage as Physical[s] to nearby enemies[/s]. You [s]will [/s]gain [s]4% of the damage done as[/s]1% Life per enemy hit.
Dazzling Arrow : Enemies hit by the grenades have a [s]55[/s]75% chance to be stunned for 2 seconds[s] and changes the[/s]. / Cluster Arrow's damage [s]to[/s]turns into Physical.
Marked for Death Cost: 3 Discipline / [s]Marks[/s]Mark an enemy. The marked enemy [s]will take[/s]takes 12% additional damage for the next 30 seconds.
stat : [s]The marked enemy will take 12% additional damage.[/s]
Crimson : Grim Reaper /[s] An additional[/s] 12% of damage [s]done[/s]dealt to the [s]target[/s]marked enemy is also divided evenly among all enemies within 20 yards.
Contagion : When the [s]target[/s]enemy is killed, the [s]ability[/s]mark spreads to [s]2 other nearby targets[/s]the closest 3 enemies within 30 yards. This effect can chain repeatedly.
Valley of Death : Mark an area on the ground of 12 [s]yards wide[/s]yard radius for 15 seconds. Enemies in the area take 12% additional damage.
Mortal Enemy : Attacks that you and your allies make against the marked [s]target[/s]enemy generate resources: / *Demon Hunter: 3 Hatred[s].[/s] / *Barbarian: 2 Fury / *Crusader: 2 Wrath / *Monk: 3 Spirit / *Witch Doctor: 16 Mana / *Wizard: 4 Arcane Power
Death Toll : [s]Heal attackers[/s]Attackers heal for 1% of the damage done to the marked [s]target[/s]enemy.
Sentry Cost: 30 Hatred / Cooldown: [s]8[/s]6 seconds / Drop a turret on the ground. The turret [s]begins firing[/s]fires at nearby enemies for 175% weapon damage. Lasts 30 seconds. / You may have 2 turrets active at a time.
stat : [s]Drop a turret on the ground. The turret begins firing at nearby enemies for 175% weapon damage. Lasts 30 seconds.[/s]
Chain of Torment : Create a [s]tether[/s]chain between you and the Sentry and between each sentry that [s]does[/s]deals 125% weapon damage every second to [s]every[/s]each enemy it touches.
[s]Vigilant Watcher[/s]Impaling Bolt : [s]Reduces the cooldown of Sentry[/s]The turret now fires a bolt with a 100% chance to [s]6 seconds[/s]pierce.
Spitfire Turret : The turret will also fire homing rockets [s]aimed at[/s]at random nearby [s]targets[/s]enemies for 30% weapon damage as Fire.
Aid Station : [s]Heals[/s]The turret heals nearby allies for 2% of their maximum Life per second.
Hungering Arrow Generate: 3 Hatred / Fire a magically imbued arrow that seeks out [s]targets[/s]enemies for 115% weapon damage and has a 35% chance to pierce through [s]targets[/s]them.
stat : [s]Fire a magically imbued arrow that seeks out targets for 115% weapon damage and has a 50% chance to pierce through targets.[/s]
[s]Cinder[/s]Serrated Arrow : [s]Light the arrow on fire, dealing 35% additional weapon damage as Fire over 3 seconds[/s]Increase Hatred generated to 6.
Shatter Shot : If the arrow successfully pierces the first [s]target[/s]enemy, the arrow splits into 3 arrows.
Alabaster : Spray of Teeth /[s] Successful[/s] Critical Hits cause a burst of bone to explode from the [s]target[/s]enemy, dealing 50% weapon damage to enemies [s]in that area[/s]within 10 yards.
Smoke Screen Cost: 14 Discipline / Cooldown: 2 seconds / Vanish behind a wall of smoke, becoming momentarily invisible for 1 second.
stat : Vanish behind a wall of smoke, becoming momentarily invisible for 1 [s]seconds[/s]second.
Choking Gas : [s]Leave[/s]You also leave behind a cloud of gas that deals 700% weapon damage as Physical to enemies in the area over 5 seconds.
Lingering Fog : Increase the duration [s]of the effect [/s]to 1.5 seconds.
Special Recipe : [s]Reduce[/s]Remove the[s] cost to 12[/s] Discipline cost but add a 14 second cooldown.
Displacement : Gain [s]35[/s]60% movement speed [s]when activated[/s]while invisible.
Shadow Power Cost: 14 Discipline / Draw in the power of the shadows, gaining [s]15% of all damage done as[/s]826 Life per Hit for 5 seconds.
stat : [s]Draw in the power of the shadows, gaining 15% of all damage done as Life for 5 seconds.[/s]
Night Bane : [s]Gain an additional 3 Hatred per second while Shadow Power is active[/s]Slow the movement speed of enemies within 30 yards by 60% for 3 seconds.
Gloom : Reduce [s]incoming [/s]damage taken by [s]35[/s]25% while Shadow Power is active.
Well of Darkness : [s]Decreases[/s]Remove the Discipline cost [s]to 12[/s]but add a 14 second cooldown.
Blood Moon : [s]Increases damage done as[/s]Increase Life per Hit gain to [s]25%[/s]1239.
Rain of Vengeance Cooldown: 30 seconds / Fire a massive volley of arrows [s]around you[/s]at an area. Arrows fall from the sky dealing 715% weapon damage over 5 seconds to all enemies in the area.
stat : [s]Fire a massive volley of arrows around you. Fires 0 waves of arrows that strike for 220% weapon damage.[/s]
Beastly Bombs : Summon 20 Shadow Beasts to drop [s]bombs[/s]grenades on enemies, dealing 245% weapon damage each.
Flying Strike : [s]A[/s]Call a group of 8 Shadow Beasts to plummet from the sky at a targeted location dealing 100% weapon damage each and stunning enemies for 2 seconds.
Elemental Arrow Cost: 10 Hatred / Shoot a fire arrow that deals 155% weapon damage as Fire to all [s]targets[/s]enemies it passes through.
stat : [s]Shoot an elemental charged arrow that deals 130% weapon damage as Fire to all targets it passes through. / Cost: 10 Hatred[/s]
Frost Arrow : [s]Fire[/s]Shoot a frost arrow that [s]splits into multiple arrows after hitting its target, dealing[/s]hits an enemy for 170% weapon damage as Cold then splits into up to 10 additional frost arrows. [s]Affected enemies[/s]Enemies hit have their movement speed slowed by 60% for 1 second.
Ball Lightning : [s]Fire[/s]Shoot a [s]slow-moving arrow[/s]ball of lightning that electrocutes enemies along its path for 155% weapon damage as Lightning.
Screaming Skull : [s]Grants[/s]Shoot a fiery skull for 155% weapon damage as Fire that has a 40% chance to[s] shoot a skull that will[/s] Fear affected enemies for 1.5 seconds.
Nether Tentacles : [s]Shadow tentacles deal[/s]Shoot a shadow tentacle that deals 155% weapon damage to enemies along its path and [s]return 3[/s]returns 0.2% of [s]damage dealt as[/s]your maximum Life for [s]you[/s]each enemy hit.
Lightning Bolts : [s]Fire[/s]Shoot an electrified [s]bolts[/s]bolt for 155% weapon damage as Lightning that [s]Stun[/s]Stuns enemies for 1.5 seconds on a Critical Hit.
Rapid Fire[s]Rapidly fire a stream of arrows that deal 73% weapon damage each.[/s]
Bombardment : Rapidly fire grenades that explode for [s]414[/s]745% weapon damage as Fire to all enemies within a [s]8[/s]11 yard radius.
Fire Support : While channeling Rapid Fire, launch 2 homing rockets every second. Each rocket deals 145% weapon damage as Physical to nearby [s]targets[/s]enemies.
Withering Fire : [s]Reduces[/s]Reduce the initial Hatred cost to 10[s],[/s] and [s]ignites[/s]ignite your arrows, causing them to deal Fire damage.
Web Shot : [s]Slows the movement of affected targets[/s]Enemies hit by Rapid Fire are Slowed by 80% for 1 second.
stat : [s]Reduce cooldown to 0 second[/s]Cooldown: 45 seconds / Instantly restore 30 Discipline.
Punishment : Restore [s]all[/s]125 Hatred for 25 Discipline. Preparation has no cooldown.
Invigoration : [s]Increase[/s]Passive: Permanently increase maximum Discipline by 10[s] for 5 seconds when using Preparation[/s].
Battle Scars : Gain 60% Life [s]after[/s]when using Preparation.
Impale Cost: [s]25[/s]20 Hatred / [s]Impale a target[/s]Throw a knife that impales an enemy for [s]265[/s]360% weapon damage.
stat : [s]Call forth a massive Ballista to impale a target for 265% weapon damage.[/s]
Overpenetration : The knife [s]will pierce[/s]pierces through all enemies in a straight line.
Impact : [s]Impale[/s]The impact causes Knockback and has a 65% chance to Stun [s]enemies [/s]for 1.5 seconds.
Chemical Burn : [s]Your target will[/s]The enemy also [s]Bleed[/s]Bleeds for 220% weapon damage as Physical over 2 seconds.
[s]Awareness[/s]Ricochet : [s]After the initial throw, release multiple blades centered on you, dealing 75% weapon damage[/s]The knife ricochets to [s]all[/s]2 nearby enemies within [s]10[/s]20 yards of each other.
Companion Cost: 10 Discipline / Cooldown: 30 seconds / Summon a raven companion[s]. Your raven companion will periodically peck[/s] that pecks at enemies for [s]38[/s]100% of your weapon damage as Physical.
stat : [s]Summon a Raven companion. Your raven companion will periodically peck at enemies for 0 - 1 damage.[/s]
Spider Companion : Summon a spider [s]instead[/s]companion that attacks for 120% of [s]a raven.[/s]your weapon damage as Physical. / The spider's attacks[s] also[/s] Slow the movement of enemies by 60% for 2 seconds.
Boar Companion : Summon a boar [s]instead[/s]companion that attacks for 60% of [s]a raven.[/s]your weapon damage as Physical. / The boar increases your Life regeneration by [s]310[/s]826 per second[s]. In addition the boar[/s] and increases your [s]resistances[/s]resistance to all damage types by 15%.
Wolf Companion : Summon a wolf [s]instead of a raven. The wolf[/s]companion that attacks for [s]94[/s]150% of your weapon damage as Physical.
Bat Companion : Summon a bat [s]instead[/s]companion that attacks for 38% of [s]a raven.[/s]your weapon damage as Physical. / The bat grants you 3 Hatred per second.
Ferret Companion : Summon [s]ferrets instead[/s]a pair of ferret companions that each attack for 50% of [s]a raven.[/s]your weapon damage as Physical. / The ferrets collect gold for you and increase gold found on monsters by 10%.
Strafe Cost: 12 Hatred / Shoot at random nearby enemies for [s]156[/s]280% weapon damage while moving at 75% of normal movement speed.
Demolition : Throw out bouncy grenades that explode for [s]187[/s]240% weapon damage to [s]targets[/s]enemies within [s]9[/s]16 yards.
Emberstrafe : Leave a trail of fire in your wake that [s]inflicts 65[/s]deals 160% weapon damage as Fire over 2 seconds.
Rocket Storm : In addition to regular firing, fire off homing rockets for [s]60[/s]140% weapon damage as Fire.
Stinging Steel : Throw out knives rather than arrows that [s]do[/s]deal an extra 100% damage on [s]successful [/s]Critical Hits.
Evasive Fire Generate: 4 Hatred / [s]Cost: 4 Discipline if you backflip / [/s]Shoot a spread of bolts that hits the main enemy for 130% weapon damage[s].[/s] and two additional enemies for 60% weapon damage. / If an enemy is in front of you at close range, you will [s]also [/s]backflip away 15 yards. You may backflip once per 3 seconds.
stat : [s]Shoot for 130% weapon damage.[/s]
Hardened : Instead of backflipping, your Armor is increased by 25% for 3 seconds.[s] This does not cost Discipline.[/s]
Covering Fire : [s]Shoot a spread[/s]Increase the damage of side bolts [s]that hit up to 3 targets for[/s]to 130% weapon damage[s] each[/s].
Parting Gift : Whenever a backflip is triggered, leave a poison bomb behind that explodes for [s]55[/s]150% weapon damage as Poison in a [s]12[/s]10 yard radius after 0.6 seconds. [s]Turns[/s]/ Evasive Fire's damage is turned into Poison[s] damage[/s].
Surge : [s]Reduces[/s]Remove the [s]cost of[/s]cooldown on the backflip [s]to[/s]but each backflip costs 2 Discipline. [s]Turns[/s]/ Evasive Fire's damage turns into Lightning[s] damage[/s].
desc : Cooldown: 10 seconds / Summon a wall impassable by enemies between two pillars for 6 seconds. Enemies near the pillars are Slowed by 60%.
stat :
Great Wall : Increase the maximum width of the wall by 50%.
Buffer Zone : Enemies between you and the wall are knocked back past the wall when you summon it.
Wall of Pain : Rather than an impassable wall, summon a shadow wall that Slows the movement speed of enemies by 60% and causes them to take 15% additional damage.
Electric Fence : Rather than an impassable wall, create an electric field that discharges 1 second after an enemy enters it, stunning all enemies near the field for 3 seconds.
Speed Gate : Gain 30% movement speed for 3 seconds when you pass through the wall.
Monk
DiabloFans Quote:
Monk
Fleet Footed[s]Increases[/s]Increase movement speed by 10%.
Exalted Soul[s]Increases[/s]Increase maximum Spirit by 100 and [s]increases[/s]increase Spirit Regeneration by 1 per second. / Spirit fuels your defensive and offensive abilities.
Transcendence Every point of Spirit spent heals you for [s]62[/s]165.1 Life. / Heal amount is increased by 1% of your Health Globe Healing Bonus.
Seize the Initiative The Monks of Ivgorod are trained to move like water???flowing freely into open spaces and crashing hard against their foes.
Guiding Light[s]Whenever[/s]When you use a direct heal skill on another player you and the other player deal 20% more damage for 15 seconds.
Combination Strike Each different Spirit Generator [s]ability[/s]skills you use increases your damage by 8% for 3 seconds.
Near Death Experience When receiving fatal damage, you are instead restored to 35% of maximum Life and 35% Spirit. / This effect [s]cannot occur twice in succession within[/s]has a 60 [s]seconds.[/s]second cooldown. / When Near Death Experience is on cooldown, your Health Globe Healing Bonus, Life per Second and Life per Hit are increased by 35%.
Fists of Thunder Generate: [s]6[/s]8 Spirit per attack / [s]Unleash[/s]Teleport to your target and unleash a series of extremely fast punches that deal [s]110[/s]145% weapon damage as Lightning. / Every third hit deals 275% weapon damage [s]to[/s]as Lightning split between all enemies in front of you and [s]knocks them back a short distance. Generates Spirit faster than other Spirit-generating skills due[/s]releases chain lightning, dealing 73% weapon damage as Lightning to [s]the high attack speed[/s]up to 3 additional enemies.
stat : Damage increased to [s]110[/s]145% weapon damage as Lightning.
Thunderclap : [s]Teleport to the target and release[/s]Release an electric shockwave with every punch that hits all enemies within 6 yards of your primary [s]target[/s]enemy for 35% weapon damage as Lightning and causes knockback with every third hit.
Bounding Light : Every third [s]punch[/s]hit also releases chain lightning[s] instead of knocking enemies back. Each lightning strike inflicts[/s], dealing 73% weapon damage as Lightning to up to 3 additional enemies.
Static Charge : Your primary [s]target[/s]enemy is charged with static electricity for 5 seconds and takes 37% weapon damage as Lightning when you attack other enemies with Fists of Thunder.
Quickening : Critical Hits generate an additional 15 Spirit for each [s]target[/s]enemy hit.
Lightning Flash : [s]Increases[/s]Increase your chance to Dodge by 16]% for 2 seconds after each hit.
Deadly Reach Generate: [s]6[/s]7 Spirit per attack / Project lines of pure force over a short distance for 110% weapon damage[s].[/s] as Physical. / Every third hit [s]extends 25 yards[/s]has a 30% chance to knock up enemies.
Foresight : [s]The[/s]Every third [s]strike[/s]hit also increases the damage of all your attacks by 18% for 30 seconds.
Piercing Trident : [s]Increases the area of effect of the[/s]The second and third [s]strikes[/s]hits gain increased area of effect.
Scattered Blows : [s]The[/s]Every third [s]strike is replaced with an attack that will [/s]hit [s]up to 6 nearby[/s]randomly damages enemies within [s]15[/s]25 yards for 170% weapon damage as Lightning.
Strike from Beyond : Critical Hits generate an additional 10 Spirit for each [s]target[/s]enemy hit.
Keen Eye : [s]The[/s]Every third [s]strike[/s]hit also increases your Armor by 50% for 4 seconds.
Breath of Heaven[s]Cost: 25 Spirit / [/s]Cooldown: 15 seconds / A blast of divine energy heals you and all allies within 12 yards for [s]6202[/s]16515 - [s]7442[/s]19818 Life. / Heal amount is increased by 100% of your Health Globe Healing Bonus.
stat : [s]Heal increases to 6202 - 7442 Life, and damage increased to 1 - 2 Holy damage.[/s]
Circle of Life : [s]Increases[/s]Increase the healing power of Breath of Heaven to [s]8063[/s]21469 - [s]9675[/s]25763 Life. / Heal amount is increased by 100% of your Health Globe Healing Bonus.
Sunburst : [s]Changes the blast into[/s]Blast enemies with an explosion of fire that has a 35% chance to Fear enemies for 1.5 seconds.
Implosion : [s]Increases[/s]Increase the distance enemies will be pulled towards you to 34 yards.
Soothing Breeze : Cyclone Strike heals you and all allies within 24 yards for [s]1240[/s]3303 Life. / Heal amount is increased by 20% of your Health Globe Healing Bonus.
Eye of the Storm : [s]Reduces[/s]Reduce the Spirit cost of Cyclone Strike to 30 Spirit.
Wall of Wind : [s]After[/s]Increase Dodge Chance by 20% for 3 seconds after using Cyclone Strike[s], gain a 20% chance to dodge attacks for 3 seconds[/s].
Serenity[s]Cost: 10 Spirit / [/s]Cooldown: 20 seconds / You are enveloped in a protective shield that absorbs all incoming damage for 3 seconds and grants immunity to all control impairing effects.
Peaceful Repose : When activated, Serenity heals you for [s]6202[/s]16515 - [s]7752[/s]20644 Life. / Heal amount is increased by 100% of your Health Globe Healing Bonus.
Indigo : Instant Karma /[s] While Serenity is active,[/s] 50% of all projectiles and melee attacks are reflected back at the enemy attacker while Serenity is active.
Ascension : [s]Increases[/s]Increase the duration of Serenity to 4 seconds.
Tranquility : [s]Extends[/s]Extend the protective shield to allies within 45 yards for 1 second, and makes them immune to control impairing effects [s]like[/s]including Slow and Frozen.
Reap What Is Sown : When Serenity ends, the shield explodes[s], dealing[/s] and deals 30% of the damage absorbed by Serenity as Holy damage to enemies within 20 yards. The damage to each enemy cannot exceed 100% of your maximum Life.
Crippling Wave Generate: 7 Spirit per attack / Unleash a series of large sweeping attacks that [s]cause 110[/s]deal 125% weapon damage as Physical to all enemies in front of you. / Every third hit [s]damages all[/s]also dazes enemies around you [s]and dazes them[/s]within 11 yards, slowing their movement speed by [s]30[/s]60% and attack speed by 20% for 3 seconds.
stat : [s]Damage increased to 110% weapon damage. Dazed enemies' movement slowed by 60% for 3 seconds.[/s]
Mangle : Increase damage to [s]143[/s]163% weapon damage as Physical.
Tsunami : [s]The[/s]Increase the range of Crippling Wave's third [s]strike is increased[/s]attack to 17 yards[s] and the effect of the movement speed reduction is increased to 60%[/s].
Concussion : Enemies hit by Crippling Wave [s]inflict[/s]deal 20% less damage for 3 seconds.
Rising Tide : Critical Hits generate an additional 5 Spirit for each [s]target[/s]enemy hit.
Mantra of Healing Cost: 50 Spirit / Recite a Mantra that causes you and your allies within [s]40[/s]60 yards to gain increased Life regeneration by [s]620[/s]1651 Life per [s]second[/s]Second. The [s]Mantra lasts[/s]heal amount is increased by 100% of your Life per Second. Lasts 3 minutes. / For 3 seconds after activation Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to [s]930[/s]2477 damage. [s]/ This[/s]Absorb amount is [s]a Mantra. You can only have[/s]increased by 15% of your Health Globe Healing Bonus. / Only one Mantra may be active at a time.
stat : [s]Life regeneration increased to 620.2 Life per second.[/s]
Sustenance : [s]Increases[/s]Increase the Life regeneration granted by Mantra of Healing to [s]1240[/s]3303 Life per [s]second.[/s]Second. / Heal amount is increased by 100% of your Life per Second.
Boon of Inspiration : Mantra of Healing also heals [s]186[/s]495 Life when hitting an enemy. Heal amount is increased by 100% of your Life per Hit.
Way of the Hundred Fists Generate: [s]8[/s]7 Spirit per attack / Unleash a rapid series of punches that [s]strikes[/s]strike enemies for 140% weapon damage as Physical.
Fists of Fury : [s]Affected targets will take[/s]Perform a short dash to the first enemy and deal an additional 100% weapon damage as Holy over 5 seconds[s]. Also adds a short dash[/s] to [s]the first strike[/s]enemies you hit.
Hands of Lightning : [s]Increases[/s]Increase the number of hits in the second strike from 7 to 10, increasing damage to 200% weapon damage as Physical.
Windforce Flurry : [s]The[/s]Every third [s]strike[/s]hit also generates a wave of wind that deals 250% weapon damage as Physical to enemies directly ahead of you.
Mantra of Conviction Cost: 50 Spirit / Recite a Mantra that causes all enemies within [s]20[/s]30 yards of you to take 12% additional damage. The Mantra lasts 3 minutes. / For 3 seconds after activation, the effect is increased to 24% additional damage. / [s]This is a Mantra. You can only have[/s]Only one Mantra may be active at a time.
stat : [s]Aura effect increases to 12% for 180 seconds.[/s]
Overawe : [s]Increases[/s]Increase the strength of Mantra of Conviction so that enemies take 24% additional damage and 48% for the first 3 seconds.
Dishearten : [s]Slows[/s]Slow the movement of enemies within [s]20[/s]30 yards by [s]30[/s]60%.
Reclamation : [s]You and your allies have a 30% chance to be healed for 279 - 341 Life when using melee attacks on[/s]When an enemy [s]under the effects of[/s]affected by Mantra of Conviction is killed, your allies nearby gain 1% of maximum Life and 1% of maximum resources.
Intimidation : Enemies affected by Mantra of Conviction deal [s]10[/s]15% less damage.
Sweeping Wind Cost: 75 Spirit / Surround yourself in a vortex that continuously deals 20% weapon damage to all enemies within 10 yards. The vortex lasts 6 seconds and is refreshed each time you strike an enemy with a melee attack. Landing a Critical Hit has a chance to increase the vortex effect up to [s]2 times[/s]3 stacks for a total of 60% weapon damage[s] to nearby enemies[/s].
stat : [s]Increase damage to 0% weapon damage.[/s]
Fire Storm : [s]Increases[/s]Increase the radius of the vortex to 14 yards and changes the damage dealt to Fire.
Master of Wind : [s]Increases[/s]Increase the duration of the vortex to 20 seconds.
Mantra of Retribution Cost: 50 Spirit / Recite a Mantra that causes you and your allies within [s]40[/s]60 yards to reflect melee damage back at enemies, dealing Holy damage equal to 40% of the damage [s]sustained[/s]taken. [s]The effect lasts for[/s]Lasts 3 minutes. / For 3 seconds after activation, the effect on you increases to 80% of the damage sustained. / [s]This is a Mantra. You can only have[/s]Only one Mantra may be active at a time.
stat : [s]Aura strength increased to 40% of the damage inflicted.[/s]
Retaliation : [s]Increases[/s]Increase the amount of damage reflected by the Mantra to 60%. The Mantra will now reflect ranged damage as well as melee damage.
Transgression : [s]Increases[/s]Mantra of Retribution also increases attack speed by 8% for you and your allies[s] by 8%[/s].
Collateral Damage : [s]An attacker that is[/s]Enemies damaged by Mantra of Retribution [s]has[/s]have a 30% chance to suffer a feedback blast, dealing 45% weapon damage as Holy to itself and nearby enemies.
Exploding Palm Cost: 40 Spirit / Cause a [s]target[/s]enemy to Bleed for 745% weapon damage as Physical over 9 seconds. If the [s]target[/s]enemy dies while bleeding, it explodes and deals 50% of [s]the target's[/s]its maximum Life as Physical damage to all nearby enemies.
stat : [s]Cause a target to Bleed for 745% weapon damage as Physical per second for 9 seconds. If the target dies while bleeding, it explodes and deals 50% of the target's maximum Life as Physical damage to all nearby enemies.[/s]
Impending Doom : [s]Increases[/s]Increase the duration of the Bleed effect to deal 745% weapon damage as Physical over 15 seconds.
Creeping Demise : [s]Also reduces your target's movement speed[/s]Enemies hit are Slowed by 80% for 3 seconds.
The Flesh is Weak : [s]Also causes the target to[/s]Enemies hit take 12% additional damage for 9 seconds.
Strong Spirit : If the [s]target[/s]enemy explodes after bleeding, gain 5 Spirit for each enemy caught in the blast.
Essence Burn : Instead of bleeding, the [s]target[/s]enemy will burn for 745% weapon damage as Fire over 9 seconds. If the [s]target[/s]enemy dies while burning, it explodes causing all nearby enemies to burn for 60% weapon damage as Fire over 3 seconds. This effect can happen multiple times.
Sustained Attack : [s]Reduces[/s]Reduce the cooldown of Seven-Sided Strike [s]to 23[/s]by 7 seconds.
Fulminating Onslaught : Each strike explodes, dealing 254% weapon damage as Holy in a 7 yard radius around the [s]target[/s]enemy.
Wave of Light Cost: 75 Spirit / [s]Focuses[/s]Focus a wave of light that crushes enemies for 829% weapon damage as Holy, followed by an additional 96% weapon damage as Holy to all enemies in a line.
stat : [s]Damage increased to 8 - 8 Holy damage.[/s]
Wall of Light : [s]Increases[/s]Increase damage of the initial strike to 1202% weapon damage as Holy and adds a knockback.
Empowered Wave : [s]Reduces[/s]Reduce the cost of Wave of Light to 40 Spirit.
Mantra of Evasion Cost: 50 Spirit / Recite a Mantra that grants you and your allies within [s]40[/s]60 yards a 15% [s]chance to dodge attacks for[/s]bonus Dodge Chance. Lasts 3 minutes. / For 3 seconds after activation, a second effect grants an additional 15% [s]chance to dodge attacks[/s]Dodge Chance. / [s]This is a Mantra. You can only have[/s]Only one Mantra may be active at a time.
stat : [s]Aura increases dodge by 50%.[/s]
Perseverance : [s]Mantra of Evasion also reduces[/s]Reduce the duration of all control impairing effects [s]like Slow or Frozen [/s]by 20%.
Hard Target : [s]Mantra of Evasion also increases[/s]Gain 20% additional Armor[s] by 20%[/s].
Wind through the Reeds : [s]Mantra of Evasion also increases[/s]Increase movement speed by 8%.
Lashing Tail Kick Cost: 30 Spirit / Unleash a deadly roundhouse kick that [s]knocks enemies back and [/s]deals 470% weapon damage as Physical.
Vulture Claw Kick : Release a torrent of fire that burns nearby enemies for 517% weapon damage as Fire[s] and causes Knockback[/s].
Hand of Ytar : Attack enemies at long range[s], slowing the movement speed of affected targets[/s]. / Enemies hit are Slowed by 80% for 2 seconds.
Sweeping Armada : [s]Increases Knockback distance by 150% and slows the movement speed of struck enemies[/s]Damage done is increased to 611% weapon damage as Physical. / Enemies hit are knocked back and Slowed by 60% for 2 seconds.
Scorpion Sting : Enemies hit have a 50% chance to be stunned for 1.5 seconds[s] instead of being knocked back[/s].
Tempest Rush Cost: 15 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies dealing 155% weapon damage while running, knocking them back, and hobbling them, [s]slowing[/s]Slowing their movement by 60% for 2 seconds. [s]Also deals 155[/s]/ You run 25% [s]weapon damage[/s]faster while [s]running[/s]channeling Tempest Rush.
stat : [s](Tooltip Under Construction)[/s]
Bluster : Enemies knocked back [s]have their damage[/s]deal 20% reduced [s]by 20%[/s]damage for the duration of the effect.
Tailwind : [s]Increases[/s]Increase the movement speed bonus of Tempest Rush by 25%.
Slipstream : [s]Reduces[/s]Reduce damage taken by 25% while running[s] by 25%[/s].
Northern Breeze : [s]Reduces[/s]Reduce the channeling cost of Tempest Rush to 8 Spirit.
Flurry : [s]Increases[/s]Increase the potency of the hobbling effect, [s]slowing[/s]Slowing enemy movement by 80%.
Water Ally : Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals 120% of your weapon damage as Physical and [s]slows[/s]Slows the movement of affected [s]targets[/s]enemies by 60% for 2 seconds.
Eternal Ally : [s]Imbue the[/s]The ally is imbued with the essence of life. When the ally dies, it has a 100% chance to be reborn after 3 seconds. In addition, the physical damage of the ally's basic attack is increased to 60% of your weapon damage per swing.
Blinding Flash[s]Cost: 10 Spirit / [/s]Cooldown: 15 seconds / Create a flash of light that blinds all enemies within 20 yards for 3 seconds. Elite enemies recover faster, but suffer a 30% chance to miss with attacks.
stat : [s]Blind duration increased to 4 seconds.[/s]
Self Reflection : [s]Increases[/s]Increase the duration enemies are blinded to 4 seconds.
Searing Light : [s]Increases[/s]Increase the chance elite enemies will miss attacks to 60%.
Dashing Strike Cost: [s]25[/s]50 Spirit / Quickly dash [s]at the targeted enemy or location[/s]up to 50 yards, striking enemies along the way for [s]303[/s]535% weapon damage [s]and rooting the target for 1 second[/s]as Physical.
stat : [s]Damage increased to 303% weapon damage.[/s]
[s]Soaring Skull[/s]Barrage : [s]Launch yourself[/s]The last enemy you dash through [s]the air and slow all enemies along your path by 60[/s]is obliterated with a barrage of strikes, taking an additional 1337% [s]for[/s]weapon damage as Physical over 2 seconds.
Way of the Falling Star : [s]After striking an enemy, your[/s]Gain 25% increased movement speed [s]is increased 25% [/s]for 3 seconds when using Dashing Strike.
Blinding Speed : [s]Receive a[/s]Gain 20% increased chance to Dodge for 3 seconds when using Dashing Strike.
Quicksilver : [s]Reduces[/s]Reduce the cost of Dashing Strike to [s]10[/s]30 Spirit.
Flying Side Kick : Perform a flying kick that has a [s]60[/s]100% chance to Stun [s]your target[/s]enemies hit for 1[s].5 seconds[/s] second.
Inner Sanctuary[s]Cost: 30 Spirit / [/s]Cooldown: 20 seconds / Create a runic circle of protection on the ground for 5 seconds that [s]cannot be passed[/s]reduces all damage taken by [s]enemies[/s]35% for all allies inside.
stat : [s]Duration increased to 5 seconds.[/s]
[s]Forbidden Palace[/s]Intervene : [s]You and your[/s]Dash to the target location, granting a shield that absorbs up to 2477 damage for 3 seconds to allies [s]standing in the area of effect of[/s]within 11 yards and then creating Inner Sanctuary[s] deal 15% additional damage[/s]. / Absorb amount is increased by 100% of your Health Globe Healing Bonus.
[s]Consecration : Increases the duration of[/s]Sanctified Ground / Inner Sanctuary duration is increased to 7 seconds and cannot be passed by enemies.
[s]Circle[/s]Temple of Protection : [s]You and your allies standing in the area of effect of[/s]Projectiles cannot pass through Inner Sanctuary [s]take[/s]and ally resource generation and regeneration is increased by 35%[s] less damage[/s].
Safe Haven : [s]You and your allies standing in the area of effect of[/s]Allies inside Inner Sanctuary [s]regenerate 1550[/s]are healed for 4129 every second. / Heal amount is increased by 100% of your Life per [s]second[/s]Second.
[s]Sanctified Ground[/s]Forbidden Palace : [s]When[/s]Enemies inside Inner Sanctuary [s]expires, it becomes sanctified ground for 6 seconds, slowing the[/s]take 30% increased damage and have their movement [s]of all enemies that move through it[/s]speed reduced by [s]80[/s]60%.
stat : Using a Spirit Generator grants increased Spirit generation from Spirit Generators by 2, stacking up to 3 times. / Using a damaging Spirit Spender consumes all stacks and has its damage increased by 8% for each stack consumed.
desc : Cooldown: 120 seconds / You have an Epiphany, restoring all of your Spirit, reducing the Spirit cost of your skills by 50% and enabling your melee attacks to instantly dash to your target for 20 seconds.
Jungle Fortitude[s]Reduces[/s]Reduce all damage taken by you and your pets by 15%.
Circle of Life[s]Whenever[/s]When an enemy dies within 12 yards, there is a 30% chance that a Zombie Dog will automatically emerge. / The range of this effect is increased by [s]items that increase [/s]your gold pickup radius.
Spiritual Attunement Maximum Mana is increased by 20%. Regenerate 1% of your maximum Mana per second. / Mana [s]is the fuel you use to cast[/s]fuels your offensive and defensive skills.
Gruesome Feast[s]Whenever[/s]When you are healed by a health globe,[s] you[/s] gain 10% of your maximum Mana and 10% Intelligence for 10 seconds. The Intelligence bonus [s]can stack[/s]stacks up to 5 times.
Bad Medicine[s]Whenever[/s]When you deal Poison damage to an enemy, [s]their[/s]its damage is reduced by 20% for 3 seconds.
Zombie Handler You can have [s]4[/s]1 additional Zombie [s]Dogs[/s]Dog summoned at one time. The [s]health[/s]healths of your Zombie Dogs and Gargantuan [s]is[/s]are increased by 20%.
Spirit Vessel[s]Reduces[/s]Reduce the cooldown of your Horrify, Spirit Walk, and Soul Harvest spells by 2 seconds. / In addition, the next time you receive fatal damage, you automatically enter the spirit realm for 2 seconds and heal to 15% of your maximum Life. / This effect [s]cannot occur twice in succession within[/s]has a 90 [s]seconds[/s]second cooldown.
Fetish Sycophants[s]Whenever[/s]When you cast a physical realm spell, you have a 5% chance to summon a dagger-wielding Fetish to fight by your side for 60 seconds. / Physical realm spells are: / *Poison Dart / *Plague of Toads / *Zombie Charger / *Corpse Spiders / *Firebats / *Firebomb / *Locust Swarm / *Acid Cloud / *Wall of Zombies
Vision Quest When you deal damage with Corpse Spiders, Firebomb, Plague of Toads, or Poison Dart, your Mana regeneration is increased by 30% for 5 seconds.
Fierce Loyalty[s]All your[/s]Your pets [s]get[/s]gain 100% of the benefit of your Thorns and Life regeneration items.
Grave Injustice[s]Whenever an enemy dies within 8 yards, regain[/s]Gain 2% of your maximum Life and Mana and reduce the cooldown [s]on[/s]of all of your [s]abilities is reduced[/s]skills by 1 second[s]. This[/s] when an enemy dies within 8 yards. / The range is extended by items that increase your gold pickup radius.
Tribal Rites[s]The[/s]Reduce the cooldowns of your Fetish Army, Big Bad Voodoo, Hex, Gargantuan, Summon Zombie Dogs and Mass Confusion [s]abilities are reduced[/s]skills by 25%.
Leeching Beasts : Your Zombie Dogs heal [s]50[/s]you for 100% of [s]the damage they deal as[/s]your Life [s]divided evenly between themselves and you[/s]On Hit with every attack.
Poison Dart[s]Cost: 10 Mana / [/s]Shoot a deadly Poison Dart that deals 100% weapon damage as Poison and an additional 40% weapon damage as Poison over 2 seconds.
Flaming Dart : Ignite the dart[s] so that it deals[/s], dealing 180% weapon damage as Fire at once.
Splinters : Shoot 3 Poison Darts that each deal 60% weapon damage as Poison[s] each[/s].
Numbing Dart : Toxins in the Poison Dart [s]reduce[/s]Slow the [s]target's movement speed[/s]enemy by 60% for 2 seconds.
Corpse Spiders[s]Cost: 5 Mana / [/s]Throw a jar with 4 spiders that attack nearby enemies for a total of 120% weapon damage as Physical before dying.
stat : [s]Increases damage done by spiders to 0 - 0 Physical damage.[/s]
Blazing Spiders : [s]Summon[/s]Throw a jar with fire spiders that deal a total of 156% weapon damage as Fire.
Spider Queen : [s]Summon[/s]Throw a jar with a spider queen that births spiderlings, dealing 630% weapon damage as Poison over 15 seconds. / You may [s]only [/s]have one spider queen summoned at a time.
Leaping Spiders : [s]Summon[/s]Throw a jar with jumping spiders that leap up to 25 yards to reach their [s]target[/s]enemy and attack for a total of 144% weapon damage as Physical.
Widowmakers : [s]Summon[/s]Throw a jar with widowmaker spiders that return 3 Mana to you per hit.
Medusa Spiders : [s]Summon[/s]Throw a jar with paralyzing spiders that have a 25% chance to Slow enemies[s]' movement[/s] by 60% with every attack.
Haunt Cost: 98 Mana / Haunt an enemy with a spirit, dealing 575% weapon damage as Arcane over 6 seconds. If the [s]target[/s]enemy dies, the spirit will haunt another nearby enemy. / An enemy can only be affected by one Haunt at a time.
stat : [s]Increases damage to 35 Arcane damage over 6 seconds.[/s]
Consuming Spirit : The spirit returns [s]155[/s]413 Life per second.
Lingering Spirit : If there are no [s]targets[/s]enemies left, the spirit will linger for up to 10 seconds looking for new enemies.
Grasping Spirit : Slow the movement of haunted [s]targets[/s]enemies by 30%.
Resentful Spirit : Summon a vengeful spirit that [s]does[/s]deals 383% weapon damage as Arcane over 2 seconds.
Siphon : Gain [s]2171[/s]5780 Life for every [s]enemy [/s]harvested enemy.
Languish : [s]Reduces[/s]Reduce the movement speed of harvested enemies by 80% and attack speed by 50% for 3 seconds.
Swallow Your Soul : Gain [s]39[/s]mana and increase maximum Mana by 5% for [s]every[/s]each enemy harvested.
Sacrifice Banish your Zombie Dogs and cause them to explode, each dealing 275]% of your weapon damage as Physical to all enemies within 12 yards. / Only summoned Zombie Dogs may be sacrificed.
stat : [s]Deals 3 - 3 Physical damage to enemies within 12 yards.[/s]
Provoke the Pack : [s]Each sacrificed Zombie Dog increases your[/s]Gain 5% increased damage [s]by 5%[/s]done for 30 seconds for each Zombie Dog you sacrifice.
For the Master : Gain [s]6202[/s]16515 Life for each Zombie Dog you sacrifice.
Pride : [s]Regain[/s]Gain 294 Mana for each Zombie Dog you sacrifice.
Locust Swarm Cost: 196 Mana / Unleash a plague of locusts that swarms an enemy, dealing 360% weapon damage as Poison over 8 seconds. / The locusts will jump to additional nearby enemies.
stat : [s]Deal 0 Poison damage per second for 8 seconds.[/s]
Searing Locusts : Engulf the [s]target[/s]enemy with burning locusts that deal 468% weapon damage as Fire over 8 seconds.
Pestilence : Locust Swarm has a 100% chance to jump to two additional [s]targets[/s]enemies instead of one.
Cloud of Insects : [s]Increases[/s]Increase the duration of the swarm to 10 seconds.
Spirit Barrage Cost: 108 Mana / Bombard [s]a target[/s]an enemy with a spirit blast that deals 230% weapon damage as Physical.
Face of Death : [s]Increases[/s]Increase the radius of Horrify to 24 yards.
Phobia : [s]Increases[/s]Increase the duration horrified enemies run in Fear to 6 seconds.
Ruthless Terror : Gain [s]27[/s]2695% Mana for every horrified enemy.
Stalker : [s]Increases[/s]Increase movement speed by 20% for 4 seconds after casting Horrify.
Firebomb[s]Cost: 10 Mana / [/s]Lob an explosive skull that deals 110% weapon damage as Fire to all enemies within 8 yards.
stat : [s]Increases damage to 1 - 1 Fire damage to all enemies within 8 yards. / Cost: 10 Mana[/s]
Roll the Bones : [s]Allows the[/s]The skull [s]to[/s]can bounce up to 2 times.
Pyrogeist : Create a column of flame that spews fire at the closest enemy for 640% weapon damage as Fire over 6 seconds. / You may only have one Pyrogeist active at a time.
Flash Fire : Rather than exploding for area damage, each Firebomb can bounce to up to 6 additional [s]targets[/s]enemies. Damage is reduced by 15% per bounce.
Humongoid : The Gargantuan gains the Cleave ability, allowing its attacks to hit multiple [s]targets[/s]enemies for 130% of your weapon damage as Physical.
Wrathful Protector : Summon a more powerful Gargantuan [s]that only lasts[/s]to fight for you for 15 seconds. The Gargantuan's fists burn with fire, dealing 110% of your weapon damage as Fire and knocking enemies back.
Jaunt : [s]Increases[/s]Increase the duration of Spirit Walk to 3 seconds.
Fetish Army Cooldown: 120 seconds / Summon an army of 5 dagger-wielding Fetishes to fight by your side for 20 seconds. The Fetishes attack for 20% of your weapon damage as Physical.
stat : Fetishes fight by your side for 20 seconds. Fetish dagger-wielders attack for 0 - [s]0[/s]1 Physical damage. / Cooldown: 120 seconds
Legion of Daggers : [s]Increases[/s]Increase number of dagger-wielding Fetishes summoned by 3.
Tiki Torchers : Summon an additional 2 Fetish casters who breathe fire in a cone in front of them [s]that deals[/s]and deal 15% of your weapon damage as Fire.
Devoted Following : [s]Decreases[/s]Decrease the cooldown of Fetish Army to 90 seconds.
Zombie Bears : Summon zombie bears that stampede towards your [s]target[/s]enemy. Each bear deals 236% weapon damage as Poison to enemies in the area.
Explosive Beast : Summon an explosive Zombie Dog that streaks toward [s]your target[/s]the enemy before exploding, dealing 236% weapon damage as Fire to all enemies within 9 yards.
Firebats Call forth a swarm of fiery bats to burn enemies in front of you for [s]0[/s]1 - [s]0[/s]1 Fire damage per second.
Dire Bats : Summon fewer but larger bats that travel up to 40 yards and [s]hit for[/s]deal 220]% weapon damage as Fire.
Vampire Bats : [s]Gain 2.5% of damage done by the bats as Life[/s]Firebats no longer has a channeling cost.
Plague of Toads[s]Cost: 12 Mana / [/s]Release a handful of toads that deal 130% weapon damage as Poison to enemies they come in contact with.
Toad of Hugeness : Summon a giant toad that swallows enemies whole for up to 5 seconds, digesting for 20% of your weapon damage per second as Physical. / Adds a 5 second cooldown to Plague of Toads.
Toad Affinity : [s]Removes[/s]Remove the Mana cost of Plague of Toads.
Addling Toads : Mutate to yellow [s]frogs[/s]toads that deal 130% weapon damage as Poison and have a 15% chance to Confuse affected enemies for 4 seconds.
Jungle Drums : [s]Increases[/s]Increase the duration of the ritual to 30 seconds.
Wall of Zombies Cost: 103 Mana / Cooldown: 20 seconds / Raise a line of zombies 28 yards wide from the ground that attacks nearby enemies for 800% weapon damage as Physical over 5 seconds.
stat : [s]A line of zombies emerges from the ground, attacking anybody standing nearby for 1 - 3 Physical damage per second for 5 seconds.[/s]
Barricade : [s]Increases[/s]Increase the width of the Wall of Zombies.
Pile On : Summon a tower of zombies that falls over, dealing 550% weapon damage as Physical to any enemies it hits[s] and knocks them back[/s]. Reduces the cooldown to 10 seconds.
desc : Summons a swarm of carrion insects at target location for 10 seconds with a 21 yard radius. The swarm envelops any creature that it touches causing enemies to take 50% increased damage for 10 seconds. When an enemy dies while under the effects of the swarm it spreads to nearby enemies.
stat : Carrion Swarm
Rune A : Reduce the movement speed of affected enemies by 30%.
Power Hungry[s]Gain 30 Arcane Power whenever you are[/s]Being healed by a health globe[s].[/s] causes the next Arcane Power Spender you cast to be cast for free. / You can have up to 5 charges of Power Hungry.
Glass Cannon[s]Increases[/s]Increase all damage done by 15%, but [s]decreases[/s]decrease Armor and resistances by 10%.
Prodigy When you [s]deal damage with[/s]cast a Signature spell, you gain 4 Arcane Power. / The following skills are Signature spells: / *Magic Missile / *Shock Pulse / *Spectral Blade / *Electrocute
Astral Presence[s]Increases[/s]Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2 per second.
Illusionist[s]Whenever[/s]When you suffer more than 15% of your Life in a single hit, the cooldowns on Mirror Image, Slow Time, and Teleport are [s]automatically [/s]reset. / When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds.
Conflagration Fire damage dealt to enemies applies a burning effect, increasing [s]all damage done[/s]their chance to [s]them[/s]be critically hit by [s]10[/s]5% for 3 seconds.
Galvanizing Ward[s]Increases the duration of your Armor spells by 120 seconds. [/s]As long as [s]an Armor spell is active,[/s]you have not taken damage in the last 5 seconds you gain [s]620 Life per second. / The following skills are improved: / *Energy Armor / *Ice Armor / *Storm Armor[/s]a protective shield that absorbs the next 12386 damage.
Blur[s]Decreases[/s]Decrease melee damage taken by 20%.
Evocation[s]Reduces[/s]Reduce all cooldowns by 15%.
Arcane Dynamo When you [s]deal damage with[/s]cast a Signature spell, you[s] may[/s] gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 75% additional damage. / The following skills are Signature spells: / *Magic Missile / *Shock Pulse / *Spectral Blade / *Electrocute
Unstable Anomaly When you receive fatal damage, you heal to 45% of your maximum Life and release a shockwave that knocks enemies back and slows them by 60% for 3 seconds. / This effect [s]cannot occur twice in succession within[/s]has a 60 [s]seconds[/s]second cooldown.
Spectral Blade This is a Signature spell. Signature spells are free to cast. / Summon a spectral blade that strikes all enemies up 15 yards in[s] your path[/s] front of you for 165% weapon damage as Arcane.
stat : [s]Increase damage to 1 - 1 Physical damage per hit. / Cost: 0 Arcane Power[/s]
[s]Deep Cuts[/s]Flame Blades : [s]Enemies[/s]Each enemy hit [s]by[/s]increases the[s] blade will Bleed for an additional 45% weapon[/s] damage [s]over 3[/s]of your Fire spells by 1% for 5 seconds.
Thrown Blade : [s]Extends[/s]Extend the reach of Spectral Blade to 20 yards.
[s]Impactful[/s]Ice Blades : [s]Hits Slow the movement of[/s]Chilled enemies [s]by 80[/s]have a 10% [s]for 1 second[/s]chance to be Frozen and Frozen enemies have a 10% increased chance to be critically hit by Spectral Blade.
Siphoning Blade : [s]Every enemy hit grants[/s]Gain 3 Arcane Power for each enemy hit.
[s]Healing[/s]Barrier Blades : [s]Whenever the blades do[/s]With each cast, gain a protective shield for 1 second that absorbs 826 damage[s], you are healed for 5% of the damage done[/s].
Fire Bolts : Cast 3 bolts of fire that each deal 195% weapon damage as Fire.
Piercing Orb : Merge the bolts in a a single giant orb that oscillates forward dealing 105% weapon damage as Lightning to everything it hits.
Lightning Affinity : [s]Every target hit by a pulse restores[/s]Gain 3 Arcane Power for each enemy hit.
Ice Armor Cost: 25 Arcane Power / Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for 2 seconds. Lasts [s]120 seconds[/s]4 minutes. /[s] This is an Armor spell.[/s] Only one Armor [s]spell can[/s]may be active at a time.
stat : [s]Surround yourself in a barrier of ice that increases armor by 800%, causing 0 - 0 Cold damage to attackers, chilling them for 0 second(s). / Duration: 120 seconds[/s]
Frozen Storm : A whirling storm of ice builds around you[s] that deals 30[/s], dealing 10% weapon damage as Cold [s]over 3 seconds after casting Ice Armor[/s]every second.
Crystallize : [s]Whenever[/s]When you are struck by a melee attack, your Armor is increased by 20% for 30 seconds. This effect [s]can stack[/s]stacks up to 3 times.
Wave of Force Cost: 25 Arcane Power[s] / Cooldown: 12 seconds[/s] / Discharge a wave of pure energy that [s]repels projectiles and knocks back nearby enemies. This also slows the movement of enemies by 60% and [/s]deals [s]200[/s]150% weapon damage as [s]Physical[/s]Arcane to nearby enemies.
stat : [s]Increases damage to 2 - 2 Physical damage.[/s]
[s]Forceful[/s]Impactful Wave : [s]Increases damage to 260% weapon damage as Physical, but reduces Knockback.[/s]Wave of Force repels projectiles, knocks back nearby enemies and Slows them by 60% for 3 seconds. / Wave of Force gains 6 second cooldown.
[s]Exploding Wave[/s]Electric Feel : Enemies hit [s]have a 40% chance to cause a smaller[/s]by Wave of Force [s]that deals 100[/s]take 20% [s]weapon[/s]increased damage [s]as Physical and knocks back enemies caught in its wake[/s]from Lightning for 4 seconds.
[s]Teleporting[/s]Heat Wave : [s]Enemies caught in[/s]Increase the [s]wave are teleported[/s]damage to [s]a random location[/s]195% weapon damage as Fire.
[s]Force Affinity[/s]Arcane Attunement : [s]Reduce casting cost to 15[/s]Each enemy hit increases the damage of your next Arcane [s]Power and the cooldown is reduced to 9 seconds[/s]spell by 3%.
[s]Impactful Wave[/s]Debilitating Force : [s]Increases the distance enemies are knocked back and Stuns all affected enemies[/s]Enemies hit deal 10% reduced damage for [s]2[/s]3 seconds.
Mirror Image Cooldown: 15 seconds / Summon 2 illusionary duplicates of yourself that last for 7 seconds and have 25% of your Life. [s]The images may[/s]Spells cast [s]some[/s]by your Mirror Images will deal 40% of the [s]same[/s]damage of your own spells[s] as you, but those spells deal no damage[/s].
stat : [s]Images lifetime increased to 7 seconds and health increased to 25% of your Life. / Cooldown: 15 seconds[/s]
Mirror Mimics : Spells cast by your Mirror Images will [s]do 10[/s]deal 40% of the damage of your own spells.
Duplicates : Summon 5 Mirror Images that each have 25% of your Life[s] each[/s].
Extension of Will : [s]The[/s]Increase the duration of [s]your [/s]Mirror [s]Images is increased[/s]Image to 10 seconds and their Life [s]is increased [/s]to 29% of your Life.
Mocking Demise : When a Mirror Image is destroyed, it explodes, [s]doing[/s]dealing 45% weapon damage as [s]Physical and has[/s]Arcane with a 50% chance to Stun for 2 seconds.
Cold Snap : [s]Reduce[/s]Reduce the cooldown of Frost Nova to 9 seconds.
Deep Freeze : [s]If Frost Nova hits at least 5 targets, you gain[/s]Gain a 15% bonus to Critical Hit Chance for 12 seconds if Frost Nova hits 5 or more enemies.
Lightning Blast : Create streaks of lightning that pierce through [s]targets, hitting all [/s]enemies for 86% weapon damage as Lightning.
Chain Lightning : [s]Increases[/s]Increase the maximum number of enemies that can be electrocuted to 15.
Arc Lightning : Blast a cone of lightning that [s]causes[/s]deals 115% weapon damage as Lightning to all affected [s]targets[/s]enemies.
Surge of Power : Gain 4 Arcane Power for [s]every[/s]each enemy hit[s] by Electrocute[/s].
Forked Lightning : Critical Hits release 4 charged bolts in random directions, dealing 55% weapon damage as Lightning to any [s]targets[/s]enemies hit.
Arcane Orb Cost: [s]35[/s]30 Arcane Power / Hurl an orb of pure energy that explodes [s]when it hits[/s]on contact, dealing 200% weapon damage as Arcane to all enemies within [s]10[/s]15 yards.
stat : Increases damage to 2 - [s]2[/s]4 Arcane damage to all enemies in the blast area. / Cost: [s]35[/s]30 Arcane Power
Obliteration : Increase the [s]damage[/s]speed of the [s]explosion[/s]orb and its damage to[s] deal[/s] 260% weapon damage as Arcane, but reduce the area of effect to 8 yards.
[s]Arcane Nova[/s]Spark : [s]Modify the[/s]Lob an electrified orb [s]to deal[/s]over enemies that zaps them for 200% weapon damage as [s]Arcane to all enemies within 20 yards[/s]Lightning and increases the damage of the next Lightning spell you cast by 1% for every enemy hit.
[s]Tap the Source[/s]Scorch : [s]Reduce casting cost[/s]Launch a burning orb that leaves behind a trail of Fire, dealing 100% weapon damage as Fire to [s]20 Arcane Power.[/s]enemies it pierces through and 150% weapon damage as Fire when it explodes. The wall of Fire left behind deals 300% weapon damage as Fire over 5 seconds.
[s]Celestial[/s]Frozen Orb : [s]The[/s]Create an orb [s]will pierce through targets, damaging any enemy[/s]of frozen death that shreds an area with ice bolts, dealing up to 100% weapon damage as Cold to enemies it [s]passes[/s]pierces through and up to 150% weapon damage as Cold when it bursts.
Energy Twister Cost: [s]35[/s]25 Arcane Power / Unleash a twister of pure energy that deals 360% weapon damage as Arcane over 6 seconds to everything in its path.
stat : [s]Increase damage to 4 Arcane damage per second.[/s]
Gale Force : [s]Increases the damage of[/s]Enemies hit by Energy Twister [s]to 468[/s]take 30% [s]weapon[/s]increased damage [s]as Arcane[/s]from Fire for 6 seconds.
Storm Chaser : [s]Casting[/s]Each cast of Energy Twister grants you a [s]Wind[/s]Lightning Charge. You can store up to 3 [s]Wind[/s]Lightning Charges at a time. Casting a Signature spell releases all [s]Wind[/s]Lightning Charges as a [s]giant Energy Twister[/s]bolt of Lightning that deals 75% weapon damage as [s]Arcane[/s]Lightning per [s]Wind[/s]Lightning Charge. / Energy Twister's damage turns into Lightning. / The following skills are Signature spells: / *Magic Missile / *Shock Pulse / *Spectral Blade / *Electrocute
Mistral Breeze : [s]Reduces[/s]Reduce the casting cost of Energy Twister to [s]20[/s]10 Arcane Power. / Energy Twister's damage turns into Cold.
Wicked Wind : [s]Twisters[/s]Energy Twister no longer [s]travel[/s]travels but [s]spin[/s]spins in place, dealing 252% weapon damage as Arcane over 6 seconds to everything caught in [s]them[/s]it.
Explosive Blast Cost: 20 Arcane Power / Cooldown: 6 seconds / Gather an infusion of energy around you that explodes after 1.5 seconds[s], causing[/s] for 225% weapon damage as [s]Physical[/s]Arcane to all enemies within 12 yards.
stat : [s]Increases damage done to 2 - 14 Physical damage.[/s]
Short Fuse : Immediately release the energy of Explosive Blast for 225% weapon damage as [s]Physical[/s]Fire.
Obliterate : [s]Increases[/s]Increase the explosion radius to 18 yards[s] for 225% weapon damage as Physical[/s].
Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 315% weapon damage as [s]Physical[/s]Arcane.
Unleashed : [s]Reduces[/s]Reduce the casting cost of Explosive Blast to 10 Arcane Power.
Chain Reaction : [s]A[/s]Instead of a single explosion, release a chain of 3 consecutive explosions[s] cascade off you[/s], each [s]causing[/s]dealing 97% weapon damage as [s]Physical[/s]Fire.
Diamond Skin Cooldown: 15 seconds / Transform your skin to diamond for 6 seconds, absorbing up to [s]10853[/s]0 damage from incoming attacks.
stat : Increases damage absorbed to [s]10853[/s]0 damage. / Cooldown: 15 seconds
Mirror Skin : [s]Reflects[/s]Reflect 100% of damage absorbed back at the attacker.
Enduring Skin : [s]Increases[/s]Increase the duration of Diamond Skin to 9 seconds.
Crystal Shell : [s]Increases[/s]Increase the maximum amount of damage absorbed to [s]21707[/s]0 damage.
Prism : [s]Reduces[/s]Reduce the Arcane Power cost of all [s]spells[/s]skills by 7 while Diamond Skin is active.
Diamond Shards : When Diamond Skin [s]wears off[/s]fades, diamond shards explode in all directions dealing 210% weapon damage as [s]Physical[/s]Arcane to nearby enemies.
Slow Time Cooldown: 15 seconds / Invoke a bubble of warped time and space for 8 seconds, reducing enemy attack speed by 20% and movement speed by 60%. This bubble also slows the [s]movement[/s]speed of enemy projectiles by 90%.
stat : [s]Warp time and space, slowing nearby monsters and projectiles by 60% for 8 seconds.[/s]
Indigo : [s]Miasma[/s]Point of No Return / Enemies that enter or leave the Slow Time [s]effects cling to enemies[/s]area are stunned for [s]3[/s]2 seconds[s] after they have left the bubble[/s].
Time Shell : [s]Increases[/s]Increase the potency of the movement speed reduction to 80%.
[s]Perpetuity : Reduces the cooldown of[/s]Time and Space / Slow Time is now cast at your target location up to [s]0 seconds[/s]60 yards away.
Hydra Cost: 15 Arcane Power / Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 28% weapon damage as Fire. [s]You may only have[/s]/ Only one Hydra may be active at a time.
[s]Venom[/s]Blazing Hydra : Summon a [s]poison breathing[/s]Blazing Hydra that leaves a pool of [s]acid that causes[/s]fire, dealing 18% weapon damage per second as [s]Poison[/s]Fire to enemies who remain in the pool.
Arcane Hydra : Summon an Arcane Hydra that spits Arcane Orbs[s], which[/s] that explode on impact, [s]causing[/s]dealing 60% weapon damage as Arcane to enemies near the explosion.
Blizzard Cost: 40 Arcane Power / Call down shards of ice to pelt an area of 12 yard radius, dealing 510% weapon damage as Cold to all enemies in the area over 6 seconds. Multiple casts in the same area do not stack.
stat : [s]Call down shards of ice to pelt an area, dealing 5 - 5 Cold damage per second for 8 seconds.[/s]
Unrelenting Storm : [s]Increases[/s]Increase the duration of Blizzard to deal 680% weapon damage as Cold over 8 seconds.
Stark Winter : [s]Increases[/s]Increase the [s]size[/s]area of effect of Blizzard to [s]cover[/s]a 22 [s]yards, dealing 510% weapon damage as Cold over 6 seconds[/s]yard radius.
Grasping Chill : After the Blizzard ends, the ground is covered in a low-lying mist for 3 seconds that Slows the movement speed of enemies by 60%.
Snowbound : [s]Reduces[/s]Reduce the casting cost of Blizzard to 20 Arcane Power.
Storm Armor Cost: 25 Arcane Power / Bathe yourself in electrical energy, periodically shocking a nearby enemy for 100% weapon damage as Lightning. Lasts [s]120 seconds[/s]4 minutes. /[s] This is an Armor spell.[/s] Only one Armor [s]spell can[/s]may be active at a time.
stat : [s]Bathe yourself in electrical energy, causing an electric shock to damage attackers for 1 - 1 Lightning damage. / Duration: 120 seconds[/s]
Scramble : [s]Increases[/s]Increase your movement speed by 25% for 3 seconds [s]whenever[/s]when you are hit by melee or ranged attacks.
Magic Missile This is a Signature spell. Signature spells are free to cast. / Launch a missile of magic energy, [s]causing[/s]dealing 125% weapon damage as Arcane.
stat : [s]Increases missile damage to 1 - 1. / Cost: 0 Arcane Power[/s]
Charged Blast : [s]Increases[/s]Increase the damage of Magic Missile to 163% weapon damage as Arcane.
[s]Penetrating Blast[/s]Conflagrate : Missiles[s] have a 100% chance to[/s] pierce through [s]their target and hit additional [/s]enemies and cause them to burn for 30% weapon damage as Fire over 3 seconds.
[s]Attunement[/s]Glacial Spike : [s]Whenever Magic Missile hits[/s]Cast out a [s]target you gain[/s]shard of ice that explodes on impact, causing enemies within 4[s] Arcane Power[/s].5 yards to take 88% weapon damage as Cold and be frozen for 1 second. / Enemies cannot be frozen by Glacial Spike more than once every 5 seconds.
Seeker : Missiles track the nearest enemy[s] and their[/s]. Missile damage is increased to 138% weapon damage as Arcane.
Magic Weapon[s]Damage of weapon is increased by 10% Physical damage. / Duration: 300 seconds[/s]
[s]Venom[/s]Ignite : Attacks [s]poison[/s]burn enemies, dealing 15% weapon damage as [s]Poison[/s]Fire over 3 seconds.
Force Weapon : [s]Increases[/s]Increase the damage bonus of Magic Weapon to 15% damage[s],[/s] and [s]gives up to[/s]grants a 2% chance to Knockback any enemies hit.
[s]Blood Magic[/s]Deflection : [s]Attacks recover[/s]When you perform an attack, gain a protective shield for 1[s].5% of[/s] second that absorbs 826 damage[s] caused as Life[/s].
Meteor Cost: [s]50[/s]40 Arcane Power / Summon an immense Meteor that plummets from the sky, [s]causing[/s]crashing into enemies for 260% weapon damage as Fire[s] to all enemies it crashes into[/s]. The ground it hits is scorched with molten fire that deals 60% weapon damage as Fire over 3 seconds.
stat : [s]Increases impact damage to 3 - 3 Fire damage. / Increases molten fire damage to 1 - 1 Fire damage over 3 seconds.[/s]
[s]Molten Impact[/s]Pulsar : [s]Increases the damage of the Meteor impact to 390% weapon damage as Fire and the molten fire to 90[/s]Summon a Pulsar that deals 1820% weapon damage as Fire [s]over 3[/s]on impact. The Pulsar also taunts and damages nearby enemies for 490% weapon damage as Fire every second for 6 seconds. / Adds a 24 second cooldown.
Meteor Shower : Unleash a volley of 7 [s]smaller[/s]small Meteors that each strike for 104% weapon damage as Fire.
Comet : [s]Transforms the Meteor to ice[/s]Summon a Comet that deals 312% weapon damage as Cold[s].[/s] and has a 20% chance to freeze enemies for 1 second upon impact. / The impact site is covered in a freezing mist that deals 72% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
Star Pact : [s]Reduces[/s]Reduce the[s] casting[/s] cost of Meteor to [s]35[/s]30 Arcane Power[s] and the[/s]. / Meteor's damage [s]type to[/s]turns into Arcane.
[s]Liquefy[/s]Lightning Bind : If the initial impact[s] of the Meteor[/s] causes a Critical Hit, the [s]molten fire[/s]electrified Meteor duration is increased to 8 seconds[s].[/s] and enemies are rooted for 3 seconds. / Meteor's damage turns into Lightning.
Disintegrate Cost: 18 Arcane Power / [s]Thrust[/s]Channel a beam of pure energy forward, dealing 220% weapon damage as Arcane and disintegrating enemies it kills.
Intensify : [s]Damage increases slowly over time to inflict a maximum of 286% weapon[/s]Enemies hit by Disintegrate take 30% increased damage [s]as[/s]from Arcane for 4 seconds.
Chaos Nexus : [s]When casting[/s]While channeling the beam you become charged with energy [s]that spits out[/s]and discharge at nearby enemies [s]doing[/s]dealing 44% weapon damage as Arcane.
Ray of Frost Cost: 16 Arcane Power / Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for 280% weapon damage as Cold [s]to the first enemy it hits, slowing the target's[/s]and Slows their movement by 60% for 4 seconds.
stat : [s]Increase damage to 3 - 4 Cold damage per second.[/s]
Snow Blast : [s]Using continuously on a single target increases[/s]Enemies hit by Ray of Frost take 30% increased damage [s]over 1.5[/s]from Cold for 4 seconds[s] to inflict a maximum of 364% weapon damage as Cold[/s].
Sleet Storm : Create a swirling storm around you that grows up to a 22 yard radius, dealing 364]% weapon damage as Cold to all enemies caught within it.
Numb : Increase the Slow amount[s] the target's movement is slowed[/s] to 140% for 4 seconds.
Black Ice : Enemies killed [s]with[/s]by Ray of Frost leave behind a patch of ice that deals 504% weapon damage as Cold to enemies moving through it over 3 seconds.
Energy Armor Cost: 25 Arcane Power / Focus your energies, increasing your Armor by 35% but decreasing your maximum Arcane Power by 20. Lasts [s]120 seconds[/s]4 minutes. /[s] This is an Armor spell.[/s] Only one Armor [s]spell can[/s]may be active at a time.
stat : [s]Absorbs 2000% of all damage taken. Drains 0 Arcane Power for every 1% of your maximum Life absorbed. / Duration: 120 seconds[/s]
Prismatic Armor : [s]Increases all of[/s]Energy Armor also increases your [s]resistances by[/s]resistance to all damage types 25%[s] while Energy Armor is active[/s].
Energy Tap : Rather than decreasing your maximum Arcane Power, Energy Armor increases it by 20[s] while it is active[/s].
Force Armor : [s]While Energy Armor is active, incoming[/s]Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.
Absorption : You have a chance to gain 4 Arcane Power [s]whenever[/s]when you are hit by a ranged or melee attack.
Pinpoint Barrier : [s]Increases[/s]Energy Armor also increases your [s]chance to critically hit[/s]Critical Hit Chance by 5%[s] while Energy Armor is active[/s].
Familiar Cost: 20 Arcane Power / Summon a [s]companion[/s]Familiar that[s] will attack[/s] attacks your [s]targets[/s]enemies for 20% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies[s] and lasts for[/s]. Lasts 5 minutes.
stat : [s]Increases Familiar's damage to 0 - 1 Arcane damage. / Pet Duration: 300 seconds[/s]
Sparkflint : Summon a fiery Familiar that [s]increases the[/s]grants you 12% increased damage[s] of all attacks by 12% while Familiar is active[/s].
Vigoron : [s]While the Familiar[/s]This rune is [s]active, you regenerate 620 Life per second.[/s]scheduled to be redesigned. It currently does nothing.
Ancient Guardian : Summon a protective Familiar. When you are below 50% Life the Familiar will [s]fully [/s]absorb damage from 1 attack every 6 seconds.
Disruption : [s]Targets[/s]Enemies hit by Arcane Torrent become disrupted for 6 seconds, causing them to take 15% additional damage from any attacks that deal Arcane damage.
Cascade : Enemies [s]killed[/s]hit by Arcane Torrent have a [s]100[/s]30% chance to fire a new missile at a nearby enemy dealing 285% weapon damage as Fire. / Arcane Torrent's damage turns into Fire.
Arcane Mines : [s]Instead of firing projectiles, lay[/s]Lay Arcane mines that arm after 2 seconds. These mines explode when an enemy approaches, dealing 340% weapon damage as Arcane. Enemies caught in the explosion have their movement and attack speeds reduced by 30% for 3 seconds.
Power Stone : [s]Every[/s]Each missile hit has a 2% chance to leave behind a Power Stone that grants Arcane Power when picked up.
Death Blossom : Unleash a torrent of power beyond your control. You no longer direct where the projectiles go, but their damage is greatly increased to 670% weapon damage as Arcane.
Archon Cost: 25 Arcane Power / Cooldown: 120 seconds / Transform into a being of pure [s]Arcane[/s]arcane energy for 15 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities[s],[/s] and your Armor and resistances are increased by 40%. [s]Every[/s]/ Each enemy killed while in Archon form [s]adds 1 second to[/s]increases your damage by 3% for the remaining duration of Archon.
stat : [s]Increases Archon duration to 10 seconds. Increases armor and resistances while in Archon form by0%. Increases the damage of all Archon attacks. / Cost: 25 Arcane Power / Cooldown: 0 seconds[/s]
Improved Archon : [s]Increases[/s]Increase the damage of all Archon abilities by 25%.
Slow Time : Archon form can cast Slow Time [s]that lasts for[/s]with a 20 second cooldown and a 15 [s]seconds[/s]second duration.
Teleport : Archon form can [s]now [/s]cast Teleport with a [s]cooldown of [/s]10 [s]seconds[/s]second cooldown.
Pure Power : [s]Decreases[/s]Decrease the cooldown of Archon to [s]0[/s]100 seconds.
Arcane Destruction : An explosion erupts around you when you transform, [s]causing[/s]dealing 1600% weapon damage as Arcane to all enemies within 15 yards.
Teleport[s]Cost: 15 Arcane Power / [/s]Cooldown: 16 seconds / Teleport through the ether to the selected location up to [s]0[/s]35 yards away.
stat : Teleport to the selected location up to [s]0[/s]35 yards away. / Cost: [s]15[/s]0 Arcane Power / Cooldown: 16 seconds
Calamity : [s]Casts[/s]Cast a [s]low power[/s]short range Wave of Force upon arrival, dealing 265% weapon damage as [s]Physical[/s]Arcane to all nearby enemies[s].[/s] and stunning them for 1.5 seconds.
ParalysisEvery 10th cast of a Lightning [s]damage dealt to[/s]spell Stuns all enemies [s]has up to a 8% chance to Stun the target[/s]hit for 1.5 seconds.
stat : [s]Whenever you deal[/s]Dealing Arcane damage[s], enemies are slowed by 60%[/s] grants you a shield that absorbs 826 damage for [s]3 seconds[/s]1 second.
stat : Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from all sources for 5 seconds. Each different damage type applies a stack, stacking up to 4 times. / Elemental damage from weapons contributes to Elemental Exposure.
desc : Cost: 20 Arcane Power / Cooldown: 8 seconds / Conjure a Black Hole at the target location that draws enemies to it and deals 208% weapon damage as Arcane over 2 seconds to all enemies within 20 yards.
stat :
Supermassive : Increases the Black Hole radius to 20 yards and damage to 208% weapon damage as Lightning over 2 seconds.
Event Horizon : The Black Hole also absorbs enemy projectiles and enemy objects within 15 yards.
Spellsteal : Enemies hit by Black Hole deal 10% reduced damage for 3 seconds. Each enemy hit by Black Hole grants you 1% increased damage for 3 seconds.
Absolute Zero : Each enemy you hit grants 2% increased damage for the next Cold spell you cast. / Black Hole's damage turns into Cold.
stat : Gain 0 resistance to all elements for every different color gem socketed into your gear. / If you have 5 different color gems socketed into your gear, you gain another 0 resistance to all elements.
desc : Cost: 25 Wrath / Sweep a mystical flail in a wide arc through enemies 20 yards before you, dealing 230% weapon damage to all enemies caught in the arc.
stat :
Magnetic Arc : Increase the range of the arc to 10 yards. All enemies caught in the arc are pulled toward you.
Flogging : Enemies hit by the attack will also catch on fire for 50% weapon damage over 5 seconds.
Holy Shock : Gain 5% of the damage dealt by the sweep as Life.
Trip Attack : Enemies hit by the sweep attack have a 20% chance to be tripped, stunning them for 5 seconds.
desc : Cost: 25 Wrath / Call a lightning bolt down from the sky, dealing 220% weapon damage to any enemy within 8 yards. When the lightning bolt hits the ground, it splits into 6 piercing charged bolts that fire outward, dealing 50% weapon damage to enemies they pass through.
stat :
Tempest of the Heavens : Summon a lightning storm that covers an area of 8 yard radius for 4 seconds, dealing 80% weapon damage to enemies who move underneath it.
Reverberation : The bolt detonates with a shockwave on impact, causing all enemies hit to be thrown away from the blast and slowed by 50% for 6 seconds.
Lightning Rod : The lightning bolt no longer splits on impact. Instead, enemies struck are turned into living lightning conduits who pulse with charged bolts that pierce and deal 75% weapon damage to enemies they pass through. This effect lasts for 5 seconds or until the enemy dies.
Well of Retribution : Create a well of holy lightning at the target location for 4 seconds that will electrocute enemies within 25 yards dealing 10% weapon damage as Holy.
desc : Cost: 80 Wrath / Call down a furious ray of Holy power that deals 200% weapon damage as Holy per second for 3 seconds to all enemies caught under it.
desc : Cost: 35 Wrath / Summon powerful avatars who charge forward to the targeted destination. / Enemies caught in the path of the charge are knocked back, take 200% weapon damage, and have a 0% chance to be stunned for 1 seconds.
stat :
Archers : The summoned avatars wield bows and attack enemies at range as they walk dealing 10 - 100 damage.
Shield Charge : The Avatars charge very quickly to the targeted destination, pushing enemies in their way backwards. At the end of the destination, they all perform a shield bash, damaging the enemies at that location dealing 100% weapon damage.
Stampede : Summon warhorses that charge and stampede over the enemy, dealing 300% damage and stunning enemies for 2 seconds.
Shield Bearers : The avatars no longer walk forward, but plant at the summoned location, blocking all enemies from moving through. The crusader and his allies can pass through the avatars unharmed.
desc : Cost: 25 Wrath / Cooldown: 25 seconds / Launch yourself into the heavens and come crashing down on your enemies, dealing 400% weapon damage to everything within 15 yards of where you land.
stat :
Superheated : The ground you fall on becomes holy for 60 seconds, dealing 100% weapon damage per second to all enemies who pass over it.
Part the Clouds : You build a storm of lightning as you fall, which covers the area you land on for 5 seconds, causing lightning strikes to attack enemies under the storm dealing 60% weapon damage and stunning them for 2 seconds.
Rise Brothers : You land with such force that avatars of your order are summoned forth to fight by your side for 60 seconds.
Rapid Descent : Reduce the cooldown by 1 second for each enemy hit. Reduces the damage to 200% weapon damage.
desc : Cooldown: 30 seconds / Active: Recite a Law, granting you and your allies 900 All Resistances for 5 seconds. / Passive: Whenever you block, there is a chance you and your allies resistances will increase by 300 for 5 seconds.
desc : Cost: 10 Wrath / Summon a blessed hammer that spins around you, dealing 125% weapon damage to any enemy hit. Hammers have a 100% chance to pierce.
stat :
Multi-Hammer : The first time the Hammers hit an enemy, they explode, creating 2 smaller hammers that spin out in random directions dealing 25% weapon damage.
Lightning Hammers : The hammers are charged with lightning, which occasionally arcs between the hammer and the crusader as it spirals through the air. Enemies hit by the lightning will take 50% weapon damage.
Infinite Hammers : The first time they impact with an enemy there is a 25% chance that a new hammer will be created at the location of the monster that was hit.
Hammer Time : Throw 2 large hammers that travel in opposite directions around you, damaging enemies that they pass through. The 2 hammers will collide after spinning around you once, exploding and dealing 75% weapon damage at the collision point.
desc : Cooldown: 15 seconds / Build up a massive explosion, unleashing it after 3 seconds, dealing 265% weapon damage, plus 10% shield armor value as damage as holy to all enemies within 15 yards.
stat :
Reciprocate : 100% of damage taken when the explosion is building up is converted into damage.
desc : Cost: 25 Wrath / Hurl a celestial shield at enemies, dealing 200% weapon damage and 10% of shield block amount as damage. The shield will ricochet to 1 targets nearby.
stat :
Staggering Shield : Blessed Shield has a 100% chance to stun the first enemy hit for 4 seconds. For each additional strike, Blessed Shield has a 20% decreased chance to stun.
Deadly Nimbus : Your shield is empowered, increasing your Block Chance by 20% and Armor by 50%. When you block this power is unleashed in an explosion dealing 210% weapon damage to all nearby enemies.
Divine Aegis : When the shield hits an enemy, your Armor is increased by 20% and Life regeneration is increased by 20% for 4 seconds.
desc : Cost: 25 Wrath / Bash all enemies in front of you with your shield, dealing 270% weapon damage as holy, plus 10% shield block amount as damage as holy. / Enemies struck have a 20% chance to be stunned, increased by 25% of your shield's block chance. / The skill can also be used to reflect projectiles.
Shattered Shield : The shield shatters into other smaller fragments, hitting more enemies, dealing 50% weapon damage and 10% of your shield's armor value as damage.
Shield Cross : Shields erupt from you in a cross formation. Enemies hit by any of the shields will take 40% weapon damage and 10% of your shield's armor value as damage.
desc : Cooldown: 20 seconds / Consecrate the ground 13 yards around you for 10 seconds. You and your allies heal 2890 - 3716 Life per second while standing on the consecrated ground. / Heal amount is increased by 25% of your Life per Second.
stat :
Aegis Purgatory : The consecrated ground becomes sacred, and enemies cannot enter or leave sacred ground. You and your allies gain 20 resistance to all elements while standing on sacred ground.
Well of Healing : A healing well with 6 charges is summoned at the targeted location but the radius of consecrated ground is reduced to 13 yards.
Bathed in Light : Increase the radius of the consecrated ground to 24 yards. 50% of damage taken by allies in the consecrated ground is redirected to you.
Shattered Ground : Enemies standing on consecrated ground will take 10% weapon damage as fire and 10% thorns damage per second.
desc : Cooldown: 60 seconds / Call in an assault from afar, raining balls of burning pitch and stone onto enemies around you, dealing 400% weapon damage. The bombardment continues on randomly targeted monsters nearby for the next -22 seconds.
stat :
Tar Pit : Barrels of tar are thrown and crash down, creating black sticky pools that slow monsters caught in it by 60%.
Moo-Splat : Instead of hurling burning balls of pitch, the carcasses of dead and diseased animals (cows) are thrown. When they land, their poisoned parts are scattered across the battlefield, leaving the area poisoned for a 5 seconds doing 250% weapon damage per second.
Mine Field : Mines are scattered onto the battlefield, which will explode when an enemy walks over them dealing 250% weapon damage
Holy Hand Grenade of Akkarat : A timed bomb is thrown on the battlefield which will explode after 5 seconds dealing 250% weapon damage in a holy cross formation.
desc : Generate: 5 Wrath per attack / Smash your enemy for 130% weapon damage, plus 10% of your shield's block amount as damage. Your strikes heighten your battle senses, increasing your block chance by 2% for 3 seconds.
stat :
Retaliate : When you block, your attacker takes 10% weapon damage and 10% of your Thorns damage.
Celerity : When you block, your attack speed is increased by 15% for 3 seconds.
Rebirth : When you block, your Life regeneration is increased by 500% for 3 seconds.
desc : Generate: 5 Wrath per attack / Scourge your enemies for 120% weapon damage. Striking an enemy surrounds it in hallowed threads which have a chance to jump to 3 nearby enemies.
stat :
Bound Fate : Damage done to any shackled enemy is evenly distributed amongst all shackled enemies.
Razor's Edge : Root enemies caught by the hallowed threads.
Empowered Wrath : The chains explode after 1 seconds dealing 85% weapon damage.
Shackling Leech : Increase Life regeneration by 5% for every enemy surrounded by threads.
desc : Cooldown: 30 seconds / Active: Recite a Law, increasing resource regeneration for you and your allies by 20% for 5 seconds. / Passive: Whenever you pick up a health globe, you and your allies' resource regeneration rate will be increased by 10% for 5 seconds.
desc : Cooldown: 30 seconds / Active: Recite a Law, granting you and your allies 174 Strength and 15% increased Attack Speed for 5 seconds. / Passive: Whenever you deal a critical strike against an enemy, there is a chance you and your allies will gain 66 Strength and 5% increased Attack Speed for 5 seconds.
stat :
Invincible : Activating you will gain 0 Life on Hit for 30 seconds. / Whenever you crit, you will gain 10 Life over 5 seconds.
Frozen in Terror : Whenever you crit, enemies within 0 yards have a 0% chance to be stunned for 3 seconds. Activating the skill increases the chance by 0%.
Cool Down : Whenever you crit, the cooldown of laws of valor will be reduced by 3 second. / Activating the skill increases cooldown reduction to 4 seconds.
Critical : Whenever you crit, instead of gaining attack speed, you will gain 50% increased critical hit damage to 0% / • Activating the skill increases the crit hit damage
desc : Cooldown: 30 seconds / Active: Recite a Law, increasing you and your allies movement speed by 10% for 5 seconds / Passive: Whenever you dodge, there is a chance you and your allies will gain 5% increase to movement speed for 5 seconds.
desc : Cost: 25 Wrath / Active: Order the Gyrfalcon to enrage, increasing the damage it deals for a short time. / Passive: Summon a Mystical Gyrfalcon to fight by your side.
stat :
Immolate : Active: Order the Gyrfalcon to charge a location, burning the ground it passes. Enemies standing in burning ground will take 20% weapon damage per second.
Flock : Active: The Gyrfalcon and his flock swarm the targeted location, dealing 20% weapon damage to all enemies within 15 yards.
Boon : Active: The Gyrfalcon covers you in a protective aura, reducing all incoming damage by 20% for 25 seconds.
Staggering Cry : Active: The Gyrfalcon emits a piercing shriek, stunning all enemies between it and the targeted location for 3 seconds.
Well it's appreciated. All the way along the chain of communication from source to fan
I must say I am very interested to see what a weapon throw barb is like now that it isn't dependent on reduce cost gear. I really never played a WW Barb so I am excited to play around with those now as well as seeing how my seismic clam build will play.
Oh.. My.. God..
Did they just kill all the Barb builds? No fury regen at crits, no WotB, lifesteal is changed to "x life per fury spent" (never gonna compare to lifesteal)..
Loved the info from the datamine till readed all of this stuff.. But the skill changes are AWFUL. Instead of buffing/redesigning not-so-popular skills, they simply cut out the popular ones. Great job..
hmm changes to the DH are not what I imagine and some of them seem like nerf... but I gues that now that we won't have op builds like WotB, Archon wizard or CM wizard everything will be more equal between classes... So let's see everything looks interesting.
Is it just me or does it seem they're going for more skill-based play by adding runes that have better effects when you hit the mobs and playing around with elemental damage types on skills?
Ah... Screw it. F... Frozen Orb is back. And hammers are back. Yaaaay!
This needs repeating.
FROZEN ORB!!!!!!!!!
I must have launched somewhere around 3 trillion of those things over the length of my D2 playing career, and I can't wait to launch one again!
Well as someone who plays a WD, I can say we finally got the MUCH needed grammar adjustments we have all been waiting for! I can't wait to try all these cool "changes"
Not really a fan of nerfing DH's in any way. Not that I've played mine much since the 600 hours pre paragon system. The Shadow power nerf going from 15% life steal to 828 loh is a huge nerf. Especially considering the LOH/healing buffs everything received meanwhile in the current game 3% life steal = 900+ loh in terms of item budget.
WW/sprint build seems to be slightly nerfed as well as hurricane no longer lets you move at ms speed and into the fray is drastically changed.
I actually like that they nerfed shadow power, it was too op to the point that you had to use it. They buffed the other damage skills so its a nice change.
Other than healing buffs, seems not much has happened the the monk. Biggest changes are Fist of Thunder where they did as I suggested no knockback but a teleport to the base skill; DS has become more expensive but deals more damage and AoE but I don't think I can sustain it anymore with Implosion in my Backlash Monk. Inner Sanctuary seems to have become awesome and'll need some playtesting. Other than that I hope more changes come because I'm not that impressed.
WW/sprint build seems to be slightly nerfed as well as hurricane no longer lets you move at ms speed and into the fray is drastically changed.
I actually like that they nerfed shadow power, it was too op to the point that you had to use it. They buffed the other damage skills so its a nice change.
I don't think nerfing it would be bad. I think nerfing it to about 20% of what it was is bad and that's just basing it on item budget. 3% life steal easily surpasses 900 loh with even mp 7 gear. It's going to go from a "must have" to a "never use".
I know it's not even a beta build. But even I can look and tell you that unless they change demon hunter coefficients to something like 5.+ it's pretty much useless. Not even niche. It's a pretty absurd number to start at when nerfing.
That's like saying instead of X doing 500% dmg it's going to be 2500% dmg. It doesn't even need testing to know how drastic that is.
Other than healing buffs, seems not much has happened the the monk. Biggest changes are Fist of Thunder where they did as I suggested no knockback but a teleport to the base skill; DS has become more expensive but deals more damage and AoE but I don't think I can sustain it anymore with Implosion in my Backlash Monk. Inner Sanctuary seems to have become awesome and'll need some playtesting. Other than that I hope more changes come because I'm not that impressed.
I love the possible changes the Wiz (my alt).
I use Dashing strike in all my farming builds and I am somewhat concerned with the huge increase. (I essentially zig zag around the map rounding up mobs) Seems like I may be forced to use the Legendary that has the "if target is 25 yards away, the cost of dash is refunded". On the other hand they removed the cost of spirit of a lot of things, particularly BoH. They also increased spirit from a couple generators, so it's something I'll have to actually play or see somebody play before I can say if it's a nerf.
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So today we start round two of information - and oh how much more info there is! There are changes for every class. overneathe and I will be formating these as fast as our fingers can go
IMPORTANT - Chances are none of these will go unchanged before release
Remember this is not even a beta build - These are NOWHERE near finished / balanced. Expect to see many, many more changes to all of these abilities (and others) before release
Even Scary changes like the barb change - Blizzard has to test out the ideas - somewhere. That is all this is - testing. This is such an early build, these will be changing so much. Do not go to crazy
Also Until we format each one of these by hands there can be datamining errors. Please keep this in mind if you see a super super weird number randomly there.
if a skill or rune is missing - this means it was not changed at all
This is a Work in Progress Post
As I said above, we will be posting them as they get formatted. I will do an update log here as we add more.
Barbarian
DiabloFans Quote:
Barbarian
Demonhunter
DiabloFans Quote:
Demonhunter
Monk
DiabloFans Quote:
Monk
WitchDoctor
DiabloFans Quote:
WitchDoctor
Wizard
DiabloFans Quote:
Wizard
Crusader
DiabloFans Quote:
The two guys that did most of the work to bring you this list you'll never even get to see or know. They are the true heros of this update! =(
[not me or over]
I must say I am very interested to see what a weapon throw barb is like now that it isn't dependent on reduce cost gear. I really never played a WW Barb so I am excited to play around with those now as well as seeing how my seismic clam build will play.
That frozen orb. Memories come back...
Did they just kill all the Barb builds? No fury regen at crits, no WotB, lifesteal is changed to "x life per fury spent" (never gonna compare to lifesteal)..
Loved the info from the datamine till readed all of this stuff.. But the skill changes are AWFUL. Instead of buffing/redesigning not-so-popular skills, they simply cut out the popular ones.
Greatjob..Twitch.tv: twitch.tv/mehsiah | Youtube/Twitter in the future.
Great work guys! and ty for the info.
This needs repeating.
FROZEN ORB!!!!!!!!!
I must have launched somewhere around 3 trillion of those things over the length of my D2 playing career, and I can't wait to launch one again!
I'm predicting a flood of ideas in his inbox.
Looks like no more perma wrath or archon.
WW/sprint build seems to be slightly nerfed as well as hurricane no longer lets you move at ms speed and into the fray is drastically changed.
I actually like that they nerfed shadow power, it was too op to the point that you had to use it. They buffed the other damage skills so its a nice change.
I love the possible changes the Wiz (my alt).
I don't think nerfing it would be bad. I think nerfing it to about 20% of what it was is bad and that's just basing it on item budget. 3% life steal easily surpasses 900 loh with even mp 7 gear. It's going to go from a "must have" to a "never use".
I know it's not even a beta build. But even I can look and tell you that unless they change demon hunter coefficients to something like 5.+ it's pretty much useless. Not even niche. It's a pretty absurd number to start at when nerfing.
That's like saying instead of X doing 500% dmg it's going to be 2500% dmg. It doesn't even need testing to know how drastic that is.
I use Dashing strike in all my farming builds and I am somewhat concerned with the huge increase. (I essentially zig zag around the map rounding up mobs) Seems like I may be forced to use the Legendary that has the "if target is 25 yards away, the cost of dash is refunded". On the other hand they removed the cost of spirit of a lot of things, particularly BoH. They also increased spirit from a couple generators, so it's something I'll have to actually play or see somebody play before I can say if it's a nerf.