Maces (skill tree)
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This article is about a skill tree. For the corresponding weapon class, see Maces. |
This page shows all Mace skills
“ | Incapacitate your foes to swifty deal with them while they can't fight back. | „ |
Main focus:
Crowd Control, Weakening Effect
Crit Effect:
+25% Daze Chance
Skill List
Skill | Basic Stats | Description |
---|---|---|
Treatise I | ||
Onslaught | Attack / Maneuver Type: Target Object Range: 1 Energy: 16 Cooldown: 12 Modified by: Strength, Agility, Perception - Requires a one-handed mace | Applies the target with -10% Control Resistance for 2 turns. Then delivers a strike with +85% Knockback chance. If the strike knocks the target back, repositions to the emptied tile and delivers an additional strike with +50% Daze Chance. If the first strike doesn't knock the target back, reduces the skill's cooldown by 3 turns. |
Dazing Strikes | Passive - Requires a one-handed mace | Damaging mace strikes against Dazed, Stunned, and Staggered targets apply them with -5% Accuracy, +5% Fumble Chance, and -5% Weapon Damage for 4 turns. This effect stacks up to 3 times. |
Armor Break | Attack Type: Target Object Range: 1 Energy: 10 Cooldown: 8 Modified by: Strength, Agility, Perception - Requires a one-handed mace | Delivers a strike with +75% Stagger Chance, +25% Armor Penetration, and +150% Armor Damage. Grants the strike additional +10% Armor Damage for each turn of Daze affecting the target and +30% Armor Damage for each turn of Stun. If the strike does damage, applies the target with +10% Damage Taken and -10% Move Resistance for 3 turns. Reduces the ability tree's cooldowns by 2 turns. |
Moment of Weakness | Passive - Requires a one-handed mace | Grants mace strikes against Dazed, Stunned or Staggered targets +5% Weapon Damage and +5% Crit Chance. Grants mace strikes +5% Daze Chance and +5% Stagger Chance for each degree of Injury affecting the target. |
Treatise II | ||
Respite | Passive - Requires a one-handed mace | Dazing, Stunning or Staggering targets with mace strikes replenishes 7.5% Max Energy. |
Hammer and Anvil | Stance Type: No Target Energy: 8 Cooldown: 10 - Requires a one-handed mace | Stance skill. Activates "Hammer and Anvil" for 12 turns: -5% Fumble Chance +25% Armor Damage +10% Daze Chance +10% Stagger Chance Using the ability tree's skills grants an extra stack of the effect (up to IV). Basic mace strikes prolong the effect's duration by 1 turn (up to 15), but reduce its number of stacks. |
Treatise III | ||
Knock Out | Attack Type: Target Object Range: 1 Energy: 12 Cooldown: 12 Modified by: Strength, Agility - Requires a one-handed mace | Delivers a strike to the target's head with +25% Weapon Damage and +70% Stagger Chance. Grants the strike additional +10% Weapon Damage for each turn of Daze affecting the target and +30% Weapon Damage for each turn of Stun. If the strike does damage, puts the target's abilities on cooldown and prolongs its Daze by 4 turns and Stun by 1 turn. |
Concussion | Passive - Requires a one-handed mace | Critical maces strikes apply their target with -10% Control Resistance for 4 turns. This effect stacks up to 2 times. |
Page last edited during patch: 0.8.1.8
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