The Living Branch Build

Abilities
Wellspring

With one or more bar of meter, activate Special to store ammo. Hold Special with a stored ammo to create an aura around you that grants all Slayers within it 3 held CRITICAL. Duration is improved by quality of ammo used.

Aether Shield

When a behemoth is wounded, gain 100 shields. Shields from this ability can reach 500 total.

Living Bloom

Activate Legendary to teleport forward, evading attacks and creating an explosion of Terra damage at your arrival point, healing you for 200, and cleansing status effects.

Talents
  • Primary Buff
    • You have 1 additional point of held VITALITY.
    • You have 1 additional point of held VITALITY.
    • You have 1 additional point of held VITALITY.
  • Weapon Special
    • Increase the CRITICAL granted by Wellspring by 1.

    • Wellspring also grants 1 held MIGHT to Slayers inside it.

    • Wellspring also grants 1 held SPEED to Slayers inside it.

  • 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
    • Aether Shield also shields nearby allies.

    • Aether Shield is also activated when a Behemoth part is broken.

    • Slayers who currently have your Aether Shield also have 1 held SPEED.

  • Weapon Active
    • Reduce the cooldown of Living Bloom by 20 seconds.

    • Gain 2 VITALITY after you Living Bloom.

    • Heal yourself for an additional 400 as well as nearby allies for 400 when you leave Living Bloom.

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.

Cunning
1

Gain 3 held stacks of CRITICAL.

Savagery
3

Deal 50% increased damage to Wounded parts.

Conduit
3

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

Cunning
1

Gain 3 held stacks of CRITICAL.

Savagery
2

Deal 50% increased damage to Wounded parts.

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.

Agility
2

Reduce stamina cost of Dodge Roll by 50%

Cunning
3

Gain 3 held stacks of CRITICAL.

Tenacious
2

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

Gain 1 held stack of VITALITY and DEFENSE. +1% Lifesteal and +1 held stacks of DEFENSE for every 150 missing health. When taking damage, reduce Ice Lance cooldown by 5s (once every 5s).

Ice Lance

750 (double damage at full health). Gain Stagger Protection and +10% Lifesteal for 8s.

Cooldown: 60s
600
Power
600
Resistance
Elemental Resistances
Frost
+75
Shock
+25
Perks
Agility
2 / 2

Reduce stamina cost of Dodge Roll by 50%

Barbed
4 / 4

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

Conduit
7 / 6

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

Cunning
5 / 5

Gain 3 held stacks of CRITICAL.

Savagery
7 / 4

Deal 50% increased damage to Wounded parts.

Tenacious
4 / 4

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