The Silver Sword / Bane & Balm Build
When meter is full, activate Special to spin rapidly. While active, deal continuous damage to nearby enemies. Reactivate to perform a powerful finisher.
When you would gain Shield from any source, you gain 10% more Shield.
Activate Legendary to create a temporary field of ice that deals continuous damage to any enemies within it.
- Primary Buff
- You have 1 additional point of held DEFENSE.
- You have 1 additional point of held DEFENSE.
- You have 1 additional point of held DEFENSE.
- Weapon Special
You are not slowed during Ardent Cyclone.
Meter drains 15% slower during Ardent Cyclone.
Damage of Ardent Cyclone is increased by 20%.
- Secondary Buff
- You have 1 additional point of held MIGHT.
- You have 1 additional point of held MIGHT.
- You have 1 additional point of held MIGHT.
- Weapon Passive
Increase the strength of Shield Generator by 10%.
While you have any amount of Shield, you have 1 held MIGHT.
Increase the strength of Shield Generator by 10%.
- Weapon Active
Your Frozen Shine also deals stagger damage.
Allies with the radius of Frozen Shine have 2 held SPEED
Increase the duration Frozen Shine by 5 seconds.
Activate Special to push off a behemoth and into the air. Activate Heavy while in the air to slam down, spending one or more chain charges to deal damage, heal yourself, and create orbs that heal allies.
When you deal damage, deal 10% of the damage again over 5 seconds.
Activate Legendary to revive all allies in bleedout, and place a heal over time on all allies. Can be activated while in bleedout.
- Primary Buff
- You have 1 additional point of held CRITICAL.
- You have 1 additional point of held CRITICAL.
- You have 1 additional point of held CRITICAL.
- Weapon Special
Insatiable Dance spawns 2 additional healing orbs.
Retain 1 ammo after executing Insatiable Dance.
Increase the damage of Insatiable Dance by 20%.
- Secondary Buff
- You have 1 additional point of held DEFENSE.
- You have 1 additional point of held DEFENSE.
- You have 1 additional point of held DEFENSE.
- Weapon Passive
Increase the percentage of damage from Poison Drip by 5%.
Critical hits apply Poison Drip twice.
Increase the percentage of damage from Poison Drip by 5%.
- Weapon Active
Grant 200 shields to slayers affected by Bloom of Balm.
Grant 1 stack of CRITICAL to slayers affected by Bloom of Balm.
Deal 500 Terra damage to Behemoths within the radius of Bloom of Balm.
Gain 3 held stacks of CRITICAL.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Heal for 300 whenever a Behemoth is wounded
Gain 3 held stacks of CRITICAL.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Reduce the cooldown of your Lantern Core ability by 20%.
Reduce stamina cost of Dodge Roll by 50%
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.
Reduce the cooldown of your Lantern Core ability by 20%.
When using an Aether Vent, gain an additional +200 healing and have a 25% chance to not consume a vent charge.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Reduce the cooldown of your Lantern Core ability by 20%.
Prevents all healing for 15s. When Revenant State ends, recover 115 Health over 10s for each Void Orb you collected, and revert the held and increased maximum stacks of MIGHT gained.
Enter Revenant State, create a Void Orb, and sacrifice up to 500 Health. For every 100 Health lost, create a Tendril that deals 700 umbral damage and spawns a Void Orb on impact.
Void Orb: Touch to gain 1 held stack of MIGHT, increase maximum stacks of MIGHT by 1, and increase Revenant State duration by 1s.
When using an Aether Vent, gain an additional +200 healing and have a 25% chance to not consume a vent charge.
Reduce stamina cost of Dodge Roll by 50%
Gain 3 held stacks of CRITICAL.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Heal for 300 whenever a Behemoth is wounded
Reduce the cooldown of your Lantern Core ability by 20%.