Class changes
Class changes
Spellbook and talent changes from Classic to Forever.
No longer a talent choice in this tree.
Increases your Attack Power by 2%.
Finishing move that causes damage per combo point, increased by Attack Power:
1 point : 14-22 damage
2 points: 25-33 damage
3 points: 36-44 damage
4 points: 47-55 damage
5 points: 58-66 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 13-22 damage 2 points: 24-33 damage 3 points: 35-44 damage 4 points: 46-55 damage 5 points: 57-66 damage
Finishing move that causes damage per combo point, increased by Attack Power:
1 point : 25-39 damage
2 points: 44-58 damage
3 points: 63-77 damage
4 points: 82-96 damage
5 points: 101-115 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 25-38 damage 2 points: 44-57 damage 3 points: 63-76 damage 4 points: 82-95 damage 5 points: 101-114 damage
Finishing move that causes damage per combo point, increased by Attack Power:
1 point : 99-143 damage
2 points: 176-220 damage
3 points: 253-297 damage
4 points: 330-374 damage
5 points: 407-451 damage
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 93-137 damage 2 points: 164-208 damage 3 points: 235-279 damage 4 points: 306-350 damage 5 points: 377-421 damage
Backstab the target, causing 150% weapon damage plus 15 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 10 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 30 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 20 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 48 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 32 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 69 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 46 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 90 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 60 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 135 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 90 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 165 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 110 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 210 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 140 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 225 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab the target, causing 150% weapon damage plus 150 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Causes 10 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.
Causes 10 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 20 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.
Causes 20 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 32 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.
Causes 32 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 55 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.
Causes 55 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Causes 75 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.
Causes 75 damage, stops your attack, and incapacitates the target for 4 sec. The target must be facing you. Any damage taken will break the effect. Awards 1 combo point.
Incapacitates the target for up to 25 sec. Must be stealthed. Only works on Humanoids that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.
Incapacitates the target for up to 25 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Incapacitates the target for up to 35 sec. Must be stealthed. Only works on Humanoids that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.
Incapacitates the target for up to 35 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Incapacitates the target for up to 45 sec. Must be stealthed. Only works on Humanoids that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.
Incapacitates the target for up to 45 sec. Only works on Humanoids that are not in combat. Any damage taken will break the effect. Only 1 target may be sapped at a time. Does not break Stealth.
Finishing move that exposes the target for 30 sec, reducing armor per combo point:
1 point : 80 armor
2 points: 160 armor
3 points: 240 armor
4 points: 320 armor
5 points: 400 armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 90 Armor 2 points: 180 Armor 3 points: 270 Armor 4 points: 360 Armor 5 points: 450 Armor
Finishing move that exposes the target for 30 sec, reducing armor per combo point:
1 point : 145 armor
2 points: 290 armor
3 points: 435 armor
4 points: 580 armor
5 points: 725 armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 180 Armor 2 points: 360 Armor 3 points: 540 Armor 4 points: 720 Armor 5 points: 900 Armor
Finishing move that exposes the target for 30 sec, reducing armor per combo point:
1 point : 210 armor
2 points: 420 armor
3 points: 630 armor
4 points: 840 armor
5 points: 1050 armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 270 Armor 2 points: 540 Armor 3 points: 810 Armor 4 points: 1080 Armor 5 points: 1350 Armor
Finishing move that exposes the target for 30 sec, reducing armor per combo point:
1 point : 275 armor
2 points: 550 armor
3 points: 825 armor
4 points: 1100 armor
5 points: 1375 armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 360 Armor 2 points: 720 Armor 3 points: 1080 Armor 4 points: 1440 Armor 5 points: 1800 Armor
Finishing move that exposes the target for 30 sec, reducing armor per combo point:
1 point : 340 armor
2 points: 680 armor
3 points: 1020 armor
4 points: 1360 armor
5 points: 1700 armor
Finishing move that exposes the target for 30 sec, reducing Armor per combo point: 1 point : 450 Armor 2 points: 900 Armor 3 points: 1350 Armor 4 points: 1800 Armor 5 points: 2250 Armor
While at maximum Energy, and out of combat, reduce the Energy cost of your next ability by 10.
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point:
1 point : 40 damage over 8 secs
2 points: 60 damage over 10 secs
3 points: 84 damage over 12 secs
4 points: 112 damage over 14 secs
5 points: 144 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 24 damage over 8 secs 2 points: 36 damage over 10 secs 3 points: 51 damage over 12 secs 4 points: 68 damage over 14 secs 5 points: 87 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point:
1 point : 60 damage over 8 secs
2 points: 90 damage over 10 secs
3 points: 126 damage over 12 secs
4 points: 168 damage over 14 secs
5 points: 216 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 35 damage over 8 secs 2 points: 52 damage over 10 secs 3 points: 74 damage over 12 secs 4 points: 98 damage over 14 secs 5 points: 127 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point:
1 point : 88 damage over 8 secs
2 points: 130 damage over 10 secs
3 points: 180 damage over 12 secs
4 points: 238 damage over 14 secs
5 points: 304 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 53 damage over 8 secs 2 points: 78 damage over 10 secs 3 points: 108 damage over 12 secs 4 points: 143 damage over 14 secs 5 points: 182 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point:
1 point : 128 damage over 8 secs
2 points: 185 damage over 10 secs
3 points: 252 damage over 12 secs
4 points: 329 damage over 14 secs
5 points: 416 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 75 damage over 8 secs 2 points: 109 damage over 10 secs 3 points: 149 damage over 12 secs 4 points: 194 damage over 14 secs 5 points: 246 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point:
1 point : 176 damage over 8 secs
2 points: 255 damage over 10 secs
3 points: 348 damage over 12 secs
4 points: 455 damage over 14 secs
5 points: 576 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 104 damage over 8 secs 2 points: 151 damage over 10 secs 3 points: 206 damage over 12 secs 4 points: 269 damage over 14 secs 5 points: 341 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point:
1 point : 272 damage over 8 secs
2 points: 380 damage over 10 secs
3 points: 504 damage over 12 secs
4 points: 644 damage over 14 secs
5 points: 800 damage over 16 secs
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 158 damage over 8 secs 2 points: 222 damage over 10 secs 3 points: 295 damage over 12 secs 4 points: 377 damage over 14 secs 5 points: 469 damage over 16 secs
Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealth.
Throws a distraction, attracting the attention of all nearby enemies and reducing their Stealth detection as if they were 1 level lower for 10 seconds. Does not break stealth.
Instantly strike with your off-hand weapon, dealing 50% weapon damage and generating 15 Energy. Shank cannot Miss.
Instantly strike with your off-hand weapon, dealing 50% weapon damage and generating 25 Energy. Shank cannot Miss.
Classic comparison: Talents Forever · CC BY 4.0 · adapted