Bane & Balm / Eternal Winter Build

Abilities
Insatiable Dance

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.

Dripping Venom

When you deal damage, deal 10% of the damage again over 5 seconds.

Bloom of Balm

Activate Legendary to revive all allies in bleedout, and place a heal over time on all allies. Can be activated while in bleedout.

Talents
  • 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
    • Healing orbs also cleanse status effects.

    • 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%.

    • Increase the duration of Poison Drip.

    • Critical hits apply Poison Drip twice.

  • Weapon Active
    • Reduce the cooldown of Bloom of Balm by 30 seconds.

    • Grant 200 shields to slayers affected by Bloom of Balm.

    • Grant 1 stack of CRITICAL to slayers affected by Bloom of Balm.

Abilities
Grim Onslaught

Activate Special to throw your axe. It deals a great deal of damage and bounces back. Catching it grants determination.

Frozen Brand

Dealing damage to a Behemoth places a freezing brand on it. After a time, the brand will detonate. Dealing enough damage to the brand detonates it early, dealing increased damage. Recharges after a short time.

Determined Strike

Activate Legendary to perform a powerful strike. The strength of this attack is greatly increased based on your Determination Level.

Talents
  • 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
    • Gain 100 stacking shields (max 400) when you catch Grim Onslaught. These shields do not expire.

    • Increase the damage of Grim Onslaught by 10%.

    • Reduce the cooldown of Grim Onslaught from 15 to 12.

  • 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
    • Reduce the time before Frozen Brand can be applied again by 10 seconds.

    • Dealing damage to the Frozen Brand also deals 75% of that damage as wound damage to the Behemoth.

    • Reduce the time before Frozen Brand can be applied again by 10 seconds.

  • Weapon Active
    • Max Determination Level is increased by 1.

    • Increase the damage of Determined Strike by 10%.

    • Gain 2 CRITICAL before Determined Strike hits.

Barbed
2

After dodging through an attack, your next attack deals 400 wound damage

Conduit
3

Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.

Savagery
3

Deal 50% increased damage to Wounded parts.

Assassin's Edge
3

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Conduit
1

Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.

Energized
2

Increase weapon charge rate for weapons with meter by 30%

Tenacious
1

For every 400 HP you currently have, you have 1 Permanent MIGHT.

Barbed
2

After dodging through an attack, your next attack deals 400 wound damage

Conduit
2

Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.

Savagery
2

Deal 50% increased damage to Wounded parts.

Tenacious
1

For every 400 HP you currently have, you have 1 Permanent MIGHT.

Assassin's Edge
3

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Deconstruction
2

Deal 50% more damage to objects created by Behemoths.

Tenacious
2

For every 400 HP you currently have, you have 1 Permanent MIGHT.

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.

Umbral Pact

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.

Cooldown: 10s
600
Power
600
Resistance
Elemental Resistances
Frost
+50
Shock
+50
Perks
Assassin's Edge
6 / 6

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Barbed
4 / 4

After dodging through an attack, your next attack deals 400 wound damage

Conduit
6 / 6

Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.

Deconstruction
2 / 2

Deal 50% more damage to objects created by Behemoths.

Energized
2 / 4

Increase weapon charge rate for weapons with meter by 30%

Savagery
5 / 4

Deal 50% increased damage to Wounded parts.

Tenacious
4 / 4

For every 400 HP you currently have, you have 1 Permanent MIGHT.