Firestorm / To & Fro Build

Abilities
Reckless Leap

Press to convert meter into ammo. Hold to spend ammo and perform a flying lunge attack that deals up to 1500 damage based on distance and ammo quality.

Homing Missiles

Once charged after 20 second cooldown, your next hit locks on to the Behemoth part. Dealing damage loads homing missiles (max 4) that deal 50 base damage + 50 for each other missile in the volley. On dodge, fire all loaded missiles.

Airship Barrage

After activation, dealing wound damage over the next 30 seconds builds up a reserve of cannon balls, which are then fired from above.

Talents
  • Primary Buff
    • You have 1 additional point of held SPEED.
    • You have 1 additional point of held SPEED.
  • Weapon Special
    • Increase the damage of Reckless Leap by 20%.

    • Storing ammo at full meter stores up to 2 ammo.

  • Secondary Buff
    • You have 1 additional point of held ENDURANCE.
    • Your temp ENDURANCE stacks last 10 seconds longer.

  • Weapon Passive
    • Increase bonus damage per Homing Missile by 15%.

    • Reduce Homing Missiles cooldown by 5 seconds.

  • Weapon Active
    • Increase the damage of Airship Barrage by 20%.

    • 10% of your non-wound damage contributes to cannon balls.

Abilities
Reaper's Dance

Activate Special to push off a Behemoth and into the air. Activate Heavy to slam down, dealing damage based on the number of chain charges spent.

Frost Sprites

On landing Reaper's Dance, spawn 3 frost sprites that cause your next attack to deal increased damage.

Frigid Zeal

Activate Legendary to activate an aura that grants all Slayers within it 3 held stacks of Speed.

Talents
  • Primary Buff
    • You have 1 additional point of held SPEED.
    • Your temp SPEED stacks last 10 seconds longer.

  • Weapon Special
    • Cause a second impact in the same location of 500 damage 5 seconds after executing Reaper's Dance. Can only happen if the previous one has already detonated.

    • Increase the damage of Reaper's Dance by 20%.

  • Secondary Buff
    • You have 1 additional point of held ENDURANCE.
    • Your temp ENDURANCE stacks last 10 seconds longer.

  • Weapon Passive
    • Increase the damage dealt by each Sprite by 40%.

    • You have a 2% chance to generate a Sprite every time you do damage.

  • Weapon Active
    • Reduce the cooldown of Frigid Zeal by 20 seconds.

    • Frigid Zeal also grants 2 held CRITICAL to players within its range.

Cunning
3

Gain 3 held stacks of CRITICAL.

Recycle
2

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Tactician
1

After dodging through an attack, all nearby slayers gain +100% wound damage based on their core damage for their next hit.

Vampiric
2

Heal for 300 whenever a Behemoth is wounded

Nine Lives
2

10% chance to half incoming damage. If you would be knocked out, stay up and heal for 400, 5 min cooldown.

Pulse
3

Every 6th hit with your weapon is a Critical Strike

Recycle
1

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Tactician
1

After dodging through an attack, all nearby slayers gain +100% wound damage based on their core damage for their next hit.

Cunning
2

Gain 3 held stacks of CRITICAL.

Nine Lives
1

10% chance to half incoming damage. If you would be knocked out, stay up and heal for 400, 5 min cooldown.

Recycle
2

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Vampiric
2

Heal for 300 whenever a Behemoth is wounded

Pulse
3

Every 6th hit with your weapon is a Critical Strike

Recycle
2

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Tactician
2

After dodging through an attack, all nearby slayers gain +100% wound damage based on their core damage for their next hit.

Gain 1 held stack of CRITICAL, -50% Healing

Disciplined State: Enter upon gaining 4 Inner Fire. Gain 5 held stacks of CRITICAL and +100 for 40s. Lose all Inner Fire.

Flame Fist

200 blaze damage. Parry incoming attacks.

Inner Fire: When parrying, deal +300% damage and gain 1 Inner Fire.

Cooldown: 17s
600
Power
600
Resistance
Perks
Cunning
5 / 5

Gain 3 held stacks of CRITICAL.

Nine Lives
3 / 6

10% chance to half incoming damage. If you would be knocked out, stay up and heal for 400, 5 min cooldown.

Pulse
6 / 6

Every 6th hit with your weapon is a Critical Strike

Recycle
7 / 7

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Tactician
4 / 4

After dodging through an attack, all nearby slayers gain +100% wound damage based on their core damage for their next hit.

Vampiric
4 / 2

Heal for 300 whenever a Behemoth is wounded