The Secret World Blades, Chaos and Hammer Detailed Analysis



The Secret World Blades, Chaos and Hammer Detailed Analysis by mrbunnyban

Hammers, Blades and Chaos abilities each have abilities which boost or synergize with Block, Defence, and Evasion respectively. You can actually ‘tank’ without these skills using specific talismans to stockpile one of those three defensive traits with high HP, but only these three abilities trees (and the Misc Turbulence tree) have synergies which make you better at tanking.

In terms of damage mitigation, Evasion(100%)>Glancing (about 50%)>Blocking (about 25%, depends on heavily on hammer skill points spent).

In terms of chance of occurring, it appears to be the opposite: Block chance>Glance chance>Evade chance

Defense is reduced by enemy’s Hit Rating (and causes Glance)
Block is reduced by the enemy’s Penetrate rating.
Evasion is affected by “enemy evasion chance” according to the tooltip. Either this is a typo, or your evasion is reduced by the enemy’s own ability to evade. I actually believe its a typo.

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NOTE: Effects from abilities do NOT stack.
Effects of the same name generally don’t stack, unless it says it does (I will call these the ‘stack’ abilities). Minor Ward from one source will not stack with Minor Ward from any other source. Evade Rating stack WILL stack with Evade Rating stack from different sources…. but only up to 5 times because its essentially the same effect. The point of this thread is to gather together all of the similar affects together so that the tanking potential of Hammer, Blades and Chaos can be analyzed and compared more easily.

Generally, you should be looking out for these effects when you look at each ability tree:

Minor Ward (7.4% damage mitigation)
Block/Evade/Defence/Protection rating stack (+30 rating per stack, can stack 5 times)
Minor Evade/Defence chance (+10% chance to evade/glance – another 1/10th of attacks will be evaded/glanced)
Major Block/Evade/Defence chance (high chance of block/evade/defence, +35-45%)
Weaken: Delibitate stack (Weaken-type effect that reduces damage output of enemy by 3%. Stacks 10 times.)

(Abilities are taken from Complete Skill Wheel vol 2 by SecretTroll for convenience)

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BLADES

Highlights

-Builder 1: Matador grants Defence Rating stack.
-Builder 2: Blade Torrent with its passive causes affliction, which sets up Steel Palace (consumer) for minor ward.
-Consumer 1: Brandish (5s CD) has high hate generation, and resource based defense rating boost and 5-25% damage reduction.
-Consumer 2: Steel Palace can give Minor Ward with affliction synergy.
-Consumer 3: Crimson Theatre (10s CD) grants Minor Defence Chance with its passive and high hate generation.
-One Major Defence chance ability.
-A few minor heals.
-Editted: Consumers is where its at for Blades… But which one do you use? You’re probably going to have to give SOMETHING up. Which limits what tanking effects you can get from Blades.

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CHAOS

Highlights

-Builder 1: “Escalation” (weakens with expose, frenzy) grants Minor Ward with the passive (“Intensity”). With “Turbulence”(P), it also grants Evade Rating stack through frenzy synergy. With “Inevitability”(P), it also grants Minor Evade Chance through weakening synergy. It generates a lot of hate.
-Builder 2: “Run Rampant” (burst) grants Evade Rating stack. With “Burst of Energy” it grants Minor Ward if none of the hits miss. “Uneven ground” (10s CD) Can be used to weaken for 10s instead, and thus give Minor Evade Chance from “Inevitability”.
-Yeah, most of the tanking effects can trigger off either of those two builders with support from Chaos passives.
-Consumer: “Karma” heals for 1 to 5% of your MAXIMUM health, based on amount of resources spent (4s CD). It seems to only occur once per “Karma”, even though many enemies are effected.
-2 Major evade chance active abilities, but one has a very long CD.
-“Prodigal” (P) increases maximum health by 7.5% as per patch, not 25%.
-Immutable (Active, 120s CD) grants death immunity for 6 seconds and heals a bit.
-Most of the tanking abilities come from passives. So Chaos has heavy passive ability commitments, but this means many of the tanking benefits can gained using frenzy or burst abilities from other sets comboed with weakening. Thus this is also the most versatile tanking ability set.
-Compared to Hammers, Chaos grants Minor Evade Chance and Minor Ward constantly. But it has no Weaken: Delibitate stack effects, no Protection effect stack and fewer active abilities which give Major Evade/Block Chance. Escalation is the only builder in the game that generates more hate naturally AND has tanking benefits.

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HAMMERS

Highlights

-Builder 1: “Grip Whip” gives Block Rating Stack.
-Builder 2: “Smash” with “Below the belt” gives Weaken: Delibitate stack.
-Consumer: “Aftershock” (4s CD) grants Minor Ward as long as the enemy stays put.
-Hammers have the only way Major Ward effect in the game, but you need to hit someone who’s Impaired. Its an active ability (“Obsidian Aegis”).
-There is no ability which gives Minor Block Chance effect, as opposed to Minor Evade chance and Minor Defence chance.
-THREE Major Block Chance[ active abilities (one of which, “Trucker”, has CD of 25s) and one 100% block chance active abilities which also draws forces aggro (“Raging Volcano”, 60s CD).
-Of the 3, the only ability set with Protection effect stack (shotgun has it too).
-of the 3, the only ability set with Weaken: Delibitate effect (shotgun has it too).
-“Forged in Fire” (P) is a truly ridiculous self heal, half max HP restored over 10s (30s CD) whenever you’re knocked to half HP.
-Argueably the most consistent tanking ability set (but see Blade’s Brandish and Chaos’s Minor Evade Chance). The active ability commitments can be very heavy if optimised for tanking.

From here on, I’m listing all the abilities according to what tanking effects they grant.

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BLADES In-depth

Highlights
-Builder 1: Matador grants Defence Rating stack.
-Builder 2: Blade Torrent with its passive causes affliction, which sets up Steel Palace (consumer) for minor ward.
-Consumer 1: Brandish (5s CD) has high hate generation, and resource based defense rating boost and 5-25% damage reduction.
-Consumer 2: Steel Palace can give Minor Ward with affliction synergy.
-Consumer 3: Crimson Theatre (10s CD) grants Minor Defence Chance with its passive and high hate generation.
-One Major Defence chance ability.
-A few minor heals.
-Editted: Consumers is where its at for Blades… But which one do you use? You’re probably going to have to give SOMETHING up. Which limits what tanking effects you can get from Blades.


Defence/Glance

Skill points: Glances heal for small amount

Whenever (4)
12 AP (P) – Enervate: Whenever you are glanced, you cause the attacker to become Afflicted with a damage over time effect that deals 32 physical damage every second for 3 seconds.
16 AP (P) – Stave Off: Whenever you are glanced, there is a 10% chance that your attacker becomes Impaired and unable to act for 5 seconds.
21 AP (P) – Riposte: Whenever you are glanced, you hit the attacker, dealing 136 physical damage.
50 AP (P) – Sixth Sense: Whenever you are glanced, you build a Sixth Sense counter. When there are 5 counters, your next hit heals for 78.

5% less damage and 25% Defence rating boost per resource spent (1)
9 AP (A) – Brandish (10s CD): Channelled: Every 0,5 seconds for 2,5 seconds. Consumes all Blade resources. A channelling Focus attack that deals 106 physical damage per hit. While you channel, you take 5% less damage per resource spent. This ability generates additional hate.
12 AP (P) – Brandishing Support: “Brandish” also increases your Defence Rating by 25% per resource spent while you channel. Its recharge time is reduced by 5 seconds.

Defence Rating stack (1)
16 AP (A) – Matador: Builds 1 resource for each equipped weapon. A single target attack that deals 105 physical damage. Also gives you 1 stack of the Defence Rating effect, which increases your Defence Rating by 30 per stack for 8 seconds. This effect can stack up to 5 times.
27 AP (P) – On Guard: Whenever you apply Impaired, you also gain 1 stack of the Defence Rating effect, which increases Defence Rating by 30 per stack for 8 seconds. This effect can stack up to 10 times.

Minor Defence chance (1)
16 AP (A) – Crimson Theatre (10s CD): Consumes all Blade resources. Places an area at your feet that lasts 10 seconds. Every second it will hit up to 5 enemies in a 5 metre radius, dealing 13 physical damage. This ability generates additional hate.
34 AP (P) – Shadow Play: “Crimson Theatre” also grants you the Minor Defence effect, which increases the chance that attacks against you will glance by 10% for 8 seconds.
50 AP (A) – Silver Streak (45s CD): Gives you a beneficial effect that lasts 8 seconds. You receive a 100% resistance to Hindered and Impaired. Silver Streak increases movement speed by 10%. Whenever you hit, you heal for 38. Whenever you are hit, you gain the Minor Defence effect, which increases the chance that attacks against you will glance by 10% for 8 seconds.

Major Defence chance (1)
2 AP (A) – Martial Discipline (45s CD): You gain the Major Defence effect, which increases the chance that attacks against you will glance by 50% for 6 seconds.
3 AP (P) – Regeneration: “Martial Discipline” also gives you a heal over time effect, which heals for 48 every second while it is active.

Next two attacks glance (1)
50 AP (A) – The Art of War (30s CD): PBAoE: Affects up to 5 enemies in a 5 metre radius around you. A PBAoE attack that deals 190 physical damage and causes each target hit to be forced to attack you for 5 seconds. Targets hit also become Impaired and unable to act for 1 second. For each affected target, the next 2 attacks against you will glance.


Minor Ward (2)

7 AP (P) – Fluid Defence: Whenever you receive a glancing hit, you gain the Minor Ward effect, which reduces the damage you take by 7,5% for 6 seconds. Whenever you penetrate, you gain a beneficial effect that increases all damage dealt by 5% for 10 seconds.
27 AP (A) – Steel Palace: PBAoE: Affects up to 5 enemies in a 5 metre radius around you. Consumes all Blade Resources. A PBAoE attack that deals 163 physical damage. If any affected targets are Afflicted, you gain the Minor Ward effect, which reduces all damage received by 7,5% for 8 seconds.


Heal (2)
21 AP (A) – Point of Harmony (120s CD): Channelled: Every 0,5 seconds for 3 seconds. A channelled heal that heals you for 5% of your maximum health each hit.
50 AP (P) – Sixth Sense: Whenever you are glanced, you build a Sixth Sense counter. When there are 5 counters, your next hit heals for 78.

CHAOS In-depth

Highlights
-Builder 1: “Escalation” (weakens with expose, frenzy) grants Minor Ward with the passive (“Intensity”). With “Turbulence”(P), it also grants Evade Rating stack through frenzy synergy. With “Inevitability”(P), it also grants Minor Evade Chance through weakening synergy. It generates a lot of hate.
-Builder 2: “Run Rampant” (burst) grants Evade Rating stack. With “Burst of Energy” it grants Minor Ward if none of the hits miss. “Uneven ground” (10s CD) Can be used to weaken for 10s instead, and thus give Minor Evade Chance from “Inevitability”.
-Yeah, most of the tanking effects can trigger off either of those two builders with support from Chaos passives.
-Consumer: “Karma” heals for 1 to 5% of your MAXIMUM health, based on amount of resources spent (4s CD). It seems to only occur once per “Karma”, even though many enemies are effected.
-2 Major evade chance active abilities, but one has a very long CD.
-“Prodigal” (P) increases maximum health by 7.5% as per patch, not 25%.
-Immutable (Active, 120s CD) grants death immunity for 6 seconds and heals a bit.
-Most of the tanking abilities come from passives. So Chaos has heavy passive ability commitments, but this means many of the tanking benefits can gained using frenzy or burst abilities from other sets comboed with weakening. Thus this is also the most versatile tanking ability set.
-Compared to Hammers, Chaos grants Minor Evade Chance and Minor Ward constantly. But it has no Weaken: Delibitate stack effects, no Protection effect stack and fewer active abilities which give Major Evade/Block Chance. Escalation is the only builder in the game that generates more hate naturally AND has tanking benefits.

Evade

Skill points: Evade reduces next hit’s damage by moderate%

Whenever (2)
12 AP (P) – Backlash: Whenever you evade, you build a Backlash counter. When there are 7 counters, you deal 160 magical damage in an area around you and reset the count.
16 AP (P) – Contradiction: Whenever you evade, your attacker becomes Weakened by a single stack of the Exposed effect, which increases all damage received by 3% per stack for 10 seconds. This effect can stack up to 10 times.

Evade Rating stack (3)
9 AP (A) – Run Rampant: Builds 1 resource for each equipped weapon. A single target Burst attack that hits 3 times, dealing 44 magical damage. Gives you a single stack of the Evade Rating effect, which increases your Evade Rating by 30 per stack for 8 seconds. This effect can stack up to 5 times.
21 AP (A) – Uneven Ground (10s CD): PBAoE: Affects up to 5 enemies in a 5 metre radius around you. A PBAoE attack that deals 67 magical damage. Affected targets also become Weakened by 3 stacks of the Exposed effect, which increases all damage received by 3% per stack for 10 seconds. This effect can stack up to 10 times. For each target affected, you gain a single stack of the Evade Rating effect, which increases your Evade Rating by 30 per stack for 8 seconds. This effect can stack up to 5 times.
21 AP (P) – Turbulence: Whenever you activate a Frenzy ability, you gain a single stack of the Evade Rating effect, which increases your Evade Rating by 30 per stack for 8 seconds. This effect can stack up to 5 times.

Minor Evade Chance (1) Whenever, Weaken
12 AP (P) – Inevitability: Whenever a Weakened target attacks you, you have a chance to gain the Minor Evade Chance effect, which increases Evade Chance by 10% for 8 seconds.

Major Evade Chance/equivalents (2) 18 seconds
2 AP (A) – Illusion (45s CD): You gain the Major Evade Chance effect, which increases your Evade Chance by 35% for 6 seconds.
3 AP (P) – Master of Illusions: “Illusion” instead gives you a beneficial effect that increases your Evade Chance by 45% for 8 seconds.
34 AP (A) – Smoke and Mirrors (120s CD): Gives you a beneficial effect that increases Evade Chance by 40% for 10 seconds.

Minor Ward
1 AP (P) – Intensity: Whenever you hit a Weakened target with “Escalation”, you gain the Minor Ward effect, which reduces all damage received by 7,5% for 8 seconds.
7 AP (P) – Probability: Whenever you evade, you gain the Minor Ward effect, which reduces all damage received by 7,5% for 8 seconds. Whenever you hit 3 times in a row, you gain a beneficial effect that increases all damage dealt by 5% for 10 seconds.
21 AP (P) – Burst of Energy: Burst abilities give you the Minor Ward effect if no hits glance, which reduces all damage received by 7,5% for 8 seconds.

Heal/health
50 AP (A) – Immutable (120s CD): Gives you a beneficial effect that causes you to be immune to death for 6 seconds. If you have less than 30% health remaining when this effect expires, you heal for 10% of your maximum health.
50 AP (P) – Prodigal: Increases maximum health by 7.5%. Base duration of crowd control effects applied to you is reduced by 12%.
16 AP (A) – Karma (4s CD): PBAoE: Affects up to 5 enemies in a 5 metre radius around you. Consumes all Chaos Resources. A PBAoE Frenzy attack that deals 190 magical damage. Also applies a detrimental effect to affected targets that causes them to heal the next target they hit for (2.5% or 5% of max HP).

Hammers In-depth

Highlights

-Builder 1: “Grip Whip” gives Block Rating Stack.
-Builder 2: “Smash” with “Below the belt” gives Weaken: Delibitate stack.
-Consumer: “Aftershock” (4s CD) grants Minor Ward as long as the enemy stays put.
-Hammers have the only way Major Ward effect in the game, but you need to hit someone who’s Impaired. Its a resource consumer ability (“Obsidian Aegis”, I checked in-game to confirm its a resource consumer).
-There is no ability which gives Minor Block Chance effect, as opposed to Minor Evade chance and Minor Defence chance.
-THREE Major Block Chance[ active abilities (one of which, “Trucker”, has CD of 25s) and one 100% block chance active abilities which also draws forces aggro (“Raging Volcano”, 60s CD).
-Of the 3, the only ability set with Protection effect stack (shotgun has it too).
-of the 3, the only ability set with Weaken: Delibitate effect (shotgun has it too).
-“Forged in Fire” (P) is a truly ridiculous self heal, half max HP restored over 10s (30s CD) whenever you’re knocked to half HP.
-Argueably the most consistent tanking ability set (but see Blade’s Brandish and Chaos’s Minor Evade Chance). The active ability commitments can be very heavy if optimised for tanking.

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Blocking

Skill points: Block further reduces damage by small%

Whenever (3)
7 AP (P) – Cool, Calm & Collected: Whenever you block an attack, your attacker generates additional hate towards you and you gain the Minor Ward effect, which reduces all damage Received by 7,5% for 8 seconds. Whenever you critically hit, you gain a beneficial effect that increases all damage dealt by 5% for 10 seconds.
12 AP (P) – You’re Next: Whenever you block an attack, you gain a beneficial effect that increases all damage dealt by 5% and doubles all hate generated for 10 seconds.
12 AP (P) – Blindslide: Whenever you block an attack, you deal 71 physical damage back to your attacker.

Block Rating stack (1)
9 AP (A) – Grip Whip: Builds 1 resource for each equipped weapon. A single target attack that deals 87 physical damage. Grants you a single stack of the Block Rating effect, which increases Block Rating by 30 per stack for 8 seconds. This effect can stack up to 5 times.

Major block (3)
2 AP (A) – Stonewalled (45s CD): You gain the Major Block Chance effect, which increases your Block Chance by 40% for 6 seconds.
12 AP (A) – Trucker (25s CD): Charge: 15 metre charge to the target. You charge to the target and gain the Major Block Chance effect, which increases Block Chance by 40% for 6 seconds.
50 AP (A) – Unstoppable Force (45s CD): You grow in size by 25% and gain 15% more health for 6 seconds. While this buff is active, you are immune to all crowd control effects and have a movement speed of 80%. You Also receive the Major Block Chance effect, which increases your Block Chance by 40% for 6 seconds. You heal for 322.

100% block (1)
50 AP (A) – Raging Volcano (60s CD): Channelled: Every second for 6 seconds. PBAoE: Affects up to 5 enemies in a 10 metre radius around you. A channelled PBAoE attack that causes enemies within 10 metres to attack you and deals 190 physical damage per hit. While channelling this ability, you have a Block Chance of 100%.

Minor Ward (2)
7 AP (P) – Cool, Calm & Collected: Whenever you block an attack, your attacker generates additional hate towards you and you gain the Minor Ward effect, which reduces all damage Received by 7,5% for 8 seconds. Whenever you critically hit, you gain a beneficial effect that increases all damage dealt by 5% for 10 seconds.
16 AP (A) – Aftershock (4s CD): Consumes all Hammer Resources. A single target Strike attack that deals 210 physical damage. If the target is still within 5 metres of you after 3 seconds, this attack hits a second time dealing 95 physical damage and you gain the Minor Ward effect, which decreases all damage received by 7,5% for 8 seconds.

Major Ward (1)
27 AP (A) – Obsidian Aegis: Consumes all Hammer Resources. A single target attack that deals 234 physical damage. If you hit an Impaired target, you gain the Major Ward effect, which reduces all damage received by 25% for 6 seconds.

Heal/Health (5)
12 AP (P) – Sweetspot: You gain 27 health each time you critically hit.
27 AP (A) – Blowout (15s CD): PBAoE: Affects up to 5 enemies in a 5 metre radius around you, pulsing every second for 10 seconds. Consumes all Hammer Resources. A pulsing PBAoE attack that deals 32 physical damage per pulse. If you hit an Weakened target, you gain a stacking effect increasing your health by 5%. This effect stacks a maximum of 5 times.
27 AP (P) – No Pain No Gain: Whenever you hit an Impaired target, you heal for 43.
50 AP (A) – Unstoppable Force (45s CD): You grow in size by 25% and gain 15% more health for 6 seconds. While this buff is active, you are immune to all crowd control effects and have a movement speed of 80%. You Also receive the Major Block Chance effect, which increases your Block Chance by 40% for 6 seconds. You heal for 322.
50 AP (P) – Forged In Fire: Whenever you drop below 50% health, you regenerate 50% of your health over 10 seconds. This effect can only apply once every 30 seconds.

Weaken: Delibitate stack (6)
1 AP (A) – Smash: Builds 1 resource for each equipped weapon. A single target attack that deals 133 physical damage.
1 AP (P) – Below the Belt: Whenever you hit with “Smash”, the target also becomes Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
16 AP (P) – Insult to Injury: Whenever you critically hit, your target becomes Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. Debilitated can stack up to 10 times.
21 AP (P) – Improved Blasts: Whenever you hit with a Blast ability, your target becomes Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
21 AP (A) – Stone’s Throw (5s CD): A single target ranged attack that deals 143 physical damage. If hit, your target becomes Weakened by 2 stacks of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times. Generates a large amount of hate.
34 AP (A) – Furnace (45s CD): PBAoE: Affects up to 5 enemies in a 5 metre radius around you. A PBAoE attack that deals 190 physical damage. Affected targets become Weakened by 3 stacks of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times. For each target affected, you gain a single stack of the Protection effect, which increases Physical and Magical Protection by 30 per stack for 8 seconds. Protection can stack up to 5 times.

Protection Effect stack (2)
34 AP (A) – Furnace (45s CD): PBAoE: Affects up to 5 enemies in a 5 metre radius around you. A PBAoE attack that deals 190 physical damage. Affected targets become Weakened by 3 stacks of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times. For each target affected, you gain a single stack of the Protection effect, which increases Physical and Magical Protection by 30 per stack for 8 seconds. Protection can stack up to 5 times.
21 AP (P) – Bullheaded: Whenever you hit with a Blast ability, you gain a single stack of the Protection effect, which increases your Physical and Magical Protection Rating by 30 per stack for 8 seconds.

For your reference, here are the tanking type abilities from other ability trees. Of these, Shotgun’s damage reduction turret, Delibitate-type weakening and Protection effect stacks as well as the Misc tree’s (Turbulence) hate causing abilities are the worth noticing the most.

MISC 3 (Turbulence)
9 AP (A) – Provoke (40s CD): Taunts the target, causing it to gain enough hate towards you to start attacking you.
12 AP (P) – Agitator: Increases the amount of hate enemies will gain towards you, making them more likely to attack you instead of others. Enemies will gain hate towards you at a 300% rate.
16 AP (A) – Mass Provocation (50s CD): TAoE: Affects up to 3 enemies in a 5 metre radious around the target. A TAoE taunt that forces affected targets to attack you for 5 seconds.
21 AP (P) – Fuel to the Fire: Whenever you hit, the target generates 200 extra hate towards you.
27 AP (A) – Mockingbird (20s CD): You gain a beneficial effect, which causes all hits against you during the next 10 seconds to also heal you for 13 and cause the attacker to gain 5% extra hate towards you.
34 AP (P) – Resilient Defender: Whenever you evade or block or an attack glances you, you are healed for 31.
50 AP (A) – Stoicism (30s CD): You gain a beneficial effect that reduces the damage you take by 10% for 10 seconds, and another beneficial effect that causes enemies to gain hate against you at a 500% rate for 10 seconds.

Shotgun

Weaken: Delibitate
1 AP (A) – Pump Action: Cone: Affects up to 5 enemies in a 60 degree 7 metre cone in front of you. Builds 1 resource for each equipped weapon. A cone attack that deals 91 physical damage.
1 AP (P) – Sawed Off: “Pump Action” will also cause affected targets to become Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
12 AP (P) – 12 Gouge: Whenever you penetrate, your target becomes Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
21 AP (P) – Punisher: Strike attacks also cause the target to become Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.

Damage reduction 3-15%
Defensive Turret (4s) – Consumes all Shotgun Resources.
Places a turret at your feet, lasting 5 seconds. Friends staying within a 5 metre radius of the turret gain a beneficial effect that reduces all damage received by 3% per resource consumed.
Protection stack

34 AP (P) – Mitigation Factor: Whenever you penetrate, you gain a single stack of the Protection effect, which increases your Physical and Magical Protection by 30 per stack for 8 seconds. This effect can stack up to 5 times.
16 AP (P) – Hardcase: Whenever you apply Weakened, you gain a single stack of the Protection effect, which increases your Physical and Magical Protection by 30 per stack for 8 seconds. This effect can stack up to 5 times.


Blood
Protection effect stack
50 AP (P) – Clotting: Whenever you apply a barrier, you also give yourself a beneficial effect that increases the amount of damage your current barrier can absorb by 18 every second for 5 seconds, and 1 stack of the Protection effect, which increases Physical and Magical Protection by 30 for 8 seconds. The Protection effect can stack up to 10 times.

Healing
1 AP (A) – Blood Shield: Builds 1 Blood Resource. Heals 38 and places an absorb barrier on your defensive target. This barrier absorbs 100% of incoming damage and dissipates after absorbing 37 damage.
1 AP (P) – Rapid Shield: Increases the heal and barrier of “Blood Shield” by 7,5%.
2 AP (A) – Angelic Aegis (1,5s cast): Consumes 3 Blood Resources. Can be powered by your own health. Heals 155 and places an absorb barrier on your defensive target. This barrier absorbs 100% of incoming damage and dissipates after absorbing 155 damage.
3 AP (P) – Angel’s Touch: “Angelic Aegis” heals for an additional 155 to friends below 50% health.
7 AP (P) – Coagulation: Increases the effectiveness of barrier effects by 15%.
34 AP (P) – Circulation: Whenever you apply Afflicted, you gain a heal over time effect that heals for 10 every second for 10 seconds. If the target is Impaired, the effect will also give you a barrier that absorbs 50% of incoming damage and dissipates after absorbing 21 damage.
50 AP (A) – Expulsion (60s CD): Places an absorb barrier on you that absorbs 100% of incoming damage and dissipates after absorbing 107 damage. This barrier scales with Attack Rating and not with Heal Rating. When the barrier either expires or is spent, it will deal 26 magical damage to all enemies near you.
9 AP (A) – Ruby Curtain: Builds 1 Blood Resource. A single target heal that heals for 15 and places an absorb barrier on your defensive target. This barrier absorbs 100% of incoming damage and dissipates after absorbing 60 damage.
12 AP (P) – Donor: Whenever you penetrate, you place a barrier on your defensive target. This barrier absorbs 100% of incoming damage and dissipates after absorbing 57 damage.
16 AP (A) – The Scarlet Arts: Channelling: Every 0,4 seconds for 2 seconds. Consumes 5 Blood Resources. Can be powered by your own health. The first channelling hit places an absorb barrier on your defensive target, which absorbs 100% of incoming damage and dissipates after absorbing 76. The next 3 channelling hits heal the defensive target for 77. The last channelling hit places the same barrier as the first hit.
21 AP (P) – Culmination: Whenever you finish channelling a Focus ability, you heal your defensive target for 13.
27 AP (A) – Exquisite Corpse: Consumes 2 Blood Resources. Can be powered by your own health. Places a reflect barrier on your defensive target, which reflects 50% of incoming damage back to the attacker and dissipates after reflecting 287 damage. Also heals the defensive target for 78.
34 AP (P) – Sanguineous: Whenever you place a barrier, you are healed for 16.
50 AP (A) – My Bloody Valentine (1s cast, 20s CD): Places an absorb barrier on yourself, which absorbs 100% of incoming damage and dissipates after absorbing 128 damage. While this barrier is active, you are healed for 32 every second. When the barrier is removed it deals 102 damage in an area around you. If any enemies are hit by this, you gain a barrier that absorbs 100% of incoming damage and dissipates after absorbing 75 damage.
9 AP (P) – Omen: Whenever you apply Impaired, you gain a beneficial effect that increases the amount of damage your next barrier can absorb by 85.
27 AP (P) – Ebb and Flow: Increases the power of your barriers by 20%, but reduces the power of your direct heals by 10%.
50 AP (P) – Clotting: Whenever you apply a barrier, you also give yourself a beneficial effect that increases the amount of damage your current barrier can absorb by 18 every second for 5 seconds, and 1 stack of the Protection effect, which increases Physical and Magical Protection by 30 for 8 seconds. The Protection effect can stack up to 10 times.
9 AP (A) – Hematic Rites: TAoE: Affects up to 5 friends within a 5 metre radius around the defensive target. Consumes 2 Blood Resources. Can be powered by your own health. Places an absorb barrier on all affected targets, which absorbs 100% of incoming damage and dissipates after absorbing 65331 damage.
16 AP (A) – Linked Veins: Chain: Jumps up to 5 metres 2 times, hitting up to 3 friends. Builds 1 Blood Resource. A Chain that heals for 25 and places a barrier that absorbs 100% of incoming damage and dissipates after absorbing 25 damage. This effect does not apply to self.
27 AP (A) – Blood Pact (30s CD): PBAoE: Affects up to 3 friends in a 5 metre radius around you. Consumes 5 Blood Resources. Can be powered by your own health. Places an absorb barrier on affected targets that absorbs 50% of incoming damage and dissipates after absorbing 356 damage. Affected targets are also given a beneficial effect that causes the first enemy to hit them to become Impaired and unable to act for 3 seconds.
34 AP (P) – Vessel Walls: Whenever you activate a Chain ability, you gain an absorb barrier that absorbs 50% of incoming damage and dissipates after absorbing 61 damage.
50 AP (A) – Cold Blooded (35s CD): Channelled: Every 0,5 seconds for 2 seconds. You deal 3% of your maximum health as magical damage to yourself. Each team member is healed for 15 and receives an absorb barrier. This barrier absorbs 100% of incoming damage and dissipates after absorbing 60 damage. While you channel, you take 40% less damage.

Fist

Healing
1 AP (P) – Lick Your Wounds: Whenever you attack, you gain a single stack of a heal over time effect that heals for 2 every second per stack for 3 seconds. This effect can stack up to 5 times.
1 AP (A) – Nurture: Builds 1 Fist Resource. Heals the defensive target for 45 and gives them a heal over time effect that heals for 6 every second for 5 seconds.
4 AP (A) – Wild at Heart: Consumes all Fist Resources. A single target attack that deals 248 physical damage. Gives you the Feral Regrowth effect, causing your next Fist resource consumer to heal you for 17.
7 AP (P) – Out of the Woods: Whenever you heal a target to above 80% of their maximum health, you gain a beneficial effect that increases all direct healing done by 7,5% for 8 seconds.
27 AP (A) – Tear ‘Em Up: Consumes all Fist Resources. A single target ability that deals 206 physical damage. If the target is Afflicted, you also gain a beneficial effect that increases all damage dealt by 10% for 4 seconds. Tear ‘Em Up gives you the Feral Regrowth effect, causing your next Fist resource consumer to heal you for 17.
16 AP (A) – Berserk: Consumes all Fist Resources. Each resource consumed will give you a counter. Your next hits will cause an additional PBAoE attack dealing 55 physical damage. Each additional attack will subtract one counter until you run out of counters. Berserk also gives you the Feral Regrowth effect, causing your next Fist resource consumer to heal you for 17.
27 AP (A) – Savage: Cone: Affects up to 5 enemies in a 5 metre long 60 degree cone in front of you. Consumes all Fist Resources. A cone attack that deals 143 physical damage. Gives you the Savage Sweep effect, causing the next Fist resource consumer you activate to deal 20 physical damage in an area around you. If any target is Impaired it also gives you the Feral Regrowth effect, causing your next Fist resource consumer to heal you for 17.
9 AP (A) – Surgical Steel: Consumes all Fist Resources. A Burst heal that heals the defensive target 3 times for 25 per application and gives a heal over time effect that heals for 12 every second for 5 seconds. Gives you the Savage Sweep effect, causing the next Fist resource consumer you activate to deal 20 physical damage in an area around you.
12 AP (P) – Hot Iron: Whenever you heal, you build a Hot Iron counter. When there are 7 counters, your next direct healing ability will heal for an additional 50%.
16 AP (A) – Cauterise: Builds 1 Fist Resource. Heals the defensive target for 56 and gives a heal over time effect that heals for 5 every second for 3 seconds. This effect can stack up to 3 times.
21 AP (P) – Healing Sparks: Whenever you activate a Burst ability, you give the defensive target a heal over time effect that heals for 13 every second for 10 seconds.
27 AP (A) – Creature Comfort: Consumes all Fist Resources. Your defensive target gains a heal over time effect that heals for 45 every second for 6 seconds. Gives you the Feral Regrowth effect, causing your next Fist resource consumer to heal you for 17.
34 AP (P) – Glimmer of Hope: Your heal over time effects have a 15% chance to heal you for 29 when they apply their effects.
50 AP (A) – Radiance (40s CD): For the next 6 seconds, all your heal over time effects are guaranteed to critically heal.
9 AP (P) – Renewal: Whenever you hit an Impaired target, you apply a detrimental effect on the target causing anyone attacking it to gain a heal over time effect that heals for 8 every second for 5 seconds.
12 AP (A) – Empathy (25s CD): Heals the defensive target for 179, or 205 if the target has a heal over time effect active.
21 AP (A) – Vigour (20s CD): Places a healing area at the targeted point that lasts 5 seconds. Every second it heals up to 5 friends in a 5 metre radius for 25.
27 AP (P) – Making Amends: Your heal over time effects are 10% more effective.
50 AP (P) – Empowerment: Whenever a heal over time effect critically hits, the target is healed for 56.
9 AP (A) – Shelter: PBAoE: Affects up to 5 friends in a 5 metre radius around you. Builds 1 Fist Resource. A PBAoE heal that heals for 25. Affected targets are also given a heal over time effect that heals for 9 every second for 3 seconds.
16 AP (A) – Blast of Light: Cone: Affects up to 5 friends in a 5 metre long 120 degree cone in front of you. Consumes all Fist Resources. A cone Blast heal that heals for 25. Affected targets also gain a heal over time effect that heals for 9 every second for 10 seconds. You gain a heal over time effect that heals for 6 every second for 10 seconds.
21 AP (P) – Positive Reaction: Whenever you hit or heal with a Blast ability, you gain a reactive heal effect that heals for 27 the next time you are attacked.
27 AP (A) – Inner Spark: Consumes all Fist Resources. You give your defensive target a reactive heal effect that heals for 8 whenever it is attacked. This effect has a duration of 10 seconds.
34 AP (P) – Kindle: “Inner Spark” instead heals for 10 whenever your defensive target is attacked.
50 AP (A) – Fired Up (25s CD): Heals all group members for 146. Also applies a heal over time effect that heals for 8 every second for 4 seconds.

Assault Rifles

Healing/leech
1 AP (P) – Anima Shot: Builds 1 Assault Rifle Resource. A single target attack that deals 51 physical damage. You heal your defensive target for 30 and 11.5% of the damage dealt.
1 AP (P) – Anima Boost: Increases the damage dealt, leach and heal of Anima Shot by 7.5%.
9 AP (A) – Shot of Anima (4s CD): Consumes all Assault Rifle Resources. A single target heal that heals for 135 and gives a 2,6% leech effect to the defensive target for 5 seconds.
12 AP (P) – Increased Dosage: Improves “Shot of Anima” to heal for 200, but no longer grant a leech effect.
16 AP (A) – Anima Burst (1s cast): Builds 1 Assault Rifle Resource. A Burst attack that hits 3 times, dealing 30 physical damage per hit. Heals the defensive target for 58 and 16,3% of the damage dealt.
27 AP (A) – Transfuse Anima (1s cast, 4s CD): Consumes all Assault Rifle Resources. A single target attack that deals 214 physical damage. Heals the defensive target for 11,4% of the damage dealt. If the target is Hindered, the defensive target also gains a 3,2% leech effect for 10 seconds.
34 AP (P) – Shadow Medic: All your direct healing abilities are 7,5% more effective.
50 AP (A) – Re-Animator (30s CD): Channelled: Every 0,3 seconds for 1,5 seconds. A channelled heal that heals for 91.
7 AP (P) – Experience: Increases the effectiveness of leach effects by 25%.
9 AP (P) – Leech Therapy: Your leech abilities also trigger a PBAoE heal if the target is Afflicted. This affects up to 5 friends in a 5 metre area around you, healing for 17.
12 AP (A) – Energise (60s CD): Increases the effectiveness of all leech abilities by 40% for 10 seconds.
16 AP (P) – Anticoagulant: Your leech abilities also cause your target to become Afflicted with a damage over time effect that deals 35 physical damage every second for 5 seconds.
21 AP (A) – Platoon (30s CD): Heals all group members for 117.
27 AP (P) – Post-op: All your leech effects also heal for 32 when they expire.
34 AP (A) – Mortar Support (2s cast, 20s CD): TAoE: Affects up to 5 friends in a 5 metre radius around the target. A TAoE heal that heals for 239.
50 AP (P) – Veteran: Whenever you use a leech ability, you gain a counter. When the counter reaches 7, all group members are healed for 91 and gain a 4,3% leech effect for 4 seconds.
9 AP (A) – Groundwork (1s cast): TAoE: Affects up to 5 enemies in a 5 metre radius around your target. Builds 1 Assault Rifle Resource. A TAoE attack that deals 69 physical damage. All friends in the target area receive a 0,6% leech effect for 10 seconds.
16 AP (A) – Anima Outbreak (4s CD): TAoE: Affects up to 5 enemies in a 5 metre radius around your target. Consumes all Assault Rifle Resources. A TAoE Frenzy ability that deals 131 physical damage. Friendly targets in the area are healed for 85.
21 AP (P) – Outbreak Alert: Friendly targets within the area of “Anima Outbreak,” with more than 90% health remaining, will gain the Major Hit Chance effect, which reduces the likelihood of glancing hits by 50% for 10 seconds.
27 AP (A) – Anima Vessel (1s cast, 10s CD): Consumes all Assault Rifle Resources. A single target attack that deals 152 physical damage. An effect is placed on the target that returns health to everyone who attacks them. If the target is Afflicted, the amount of health gained is increased.
34 AP (P) – Leeching Frenzy: Frenzy Abilities also place a leech buff on yourself causing any attacks to heal for 3,3% of the damage dealt.
50 AP (A) – Reap and Sew (90s CD): Gives all group members a 24,5% leech effect that lasts 8 seconds.

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