The Godhand / Reaper's Edge Build

Abilities
Godhand

With more than one bar of meter, activate Special to store ammo. Hold Special with a stored ammo to begin firing with the Godhand, dealing more damage the longer the beam is maintained. Beam duration limited by quality of your stored ammo.

Runic Sigils

On activating your Legendary, place a runic sigil a short distance ahead of you that activates if a Behemoth touches it, granting 250 Shield.

Gathering Power

Activate your Legendary to immediately fill your meter to full.

Talents
  • Primary Buff
    • Your temp MIGHT stacks last 10 seconds longer.

    • Your temp MIGHT stacks last 10 seconds longer.

  • Weapon Special
    • Increase the maximum damage of Godhand beam by 20%.

  • Secondary Buff
    • You have 1 additional point of held VITALITY.
  • Weapon Passive
    • While standing in an active sigil, Slayers have 2 held MIGHT.

  • Weapon Active
    • You grant 1 CRITICAL to yourself and nearby allies when you Gather Power.

Abilities
Reaper's Flight

Activate Special to throw your axe. It deals continuous damage over time while in flight, and then returns to you. Reactivate while in flight to teleport to the Axe and perform an Umbral strike in the direction your Slayer is facing.

Umbral Corruption

Attacks have a chance to generate an umbral orb. Each orb increases the damage dealt by attacks by 1.75%. With 5 or more active orbs, the damage bonus per orb is doubled.

Planar Rip

Activate Legendary to rip a tear in the fabric of reality and enter Umbral realm. While in it, take reduced damage, and become immune to stagger. For every 300 damage dealt during it give 1 MIGHT to friendly Slayers when it ends.

Talents
  • Primary Buff
    • Your temp SPEED stacks last 10 seconds longer.

  • Weapon Special
    • Reaper's Flight performs small bursts of {damage} umbral damage while in flight.

  • Secondary Buff
    • You have 1 additional point of held VITALITY.
  • Weapon Passive
    • Increase the bonus damage gained for each held Orb to 3%.

  • Weapon Active
    • Perform a blast of energy around you for 500 Umbral damage when exiting Planar Rip.

Cunning
3

Gain 3 held stacks of CRITICAL.

Recycle
3

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

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.

Cunning
2

Gain 3 held stacks of CRITICAL.

Recycle
3

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

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
2 / 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
2 / 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