[{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Acute Infliction","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse deals more damage (multiplicative with other modifiers), but falls off after a few hits.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Hits Before Fall-off</span> <span class=\"val negative\">4</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Barbed Construct","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">All minion buffs from Bone Curse have 200% increased effect on Bone Golems.<ul><li class=\"mod\"><span class=\"standout\">Increased Effect On Bone Golem</span> <span class=\"val\">200%</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bitter Winter","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Adds a freeze rate to Bone Curse, granting it a chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Curse","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Apply a curse to enemies in an area for 8 seconds that causes physical damage when hit. The damage is tripled if you inflicted the hit yourself.<ul></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Eruption","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Shortly after casting Bone Curse, it causes a <span class=\"standout\">Bone Eruption</span> beneath the target area, causing enemies to take spell physical damage, but Bone Curse Costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Bone Eruption Beneath Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Feast","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">When <span class=\"standout\">Marrow Thief</span> triggers you are also healed.   The healing scales with healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Amount</span> <span class=\"val\">15 per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Prison","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you directly cast Bone Curse you summon a <span class=\"standout\">Bone Prison</span> around the target area, trapping enemies inside. Bone Prison lasts a long time, but can be attacked and destroyed.  Bone Curse has a significantly longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Bone Prison On Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bone Prison Duration (seconds)</span> <span class=\"val\">8</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Brittle Bones","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Bone Curse deals more damage (multiplicative with other modifiers) and instantly kills enemies that are below a health threshold (a percentage of their maximum health).  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">4% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Chilblains","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Bone Curse has a chance to apply chill when the enemy is hit.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cloven Flesh","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Bone Curse has a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Conflation","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Bone Curse affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Crimson Enlightenment","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When Bone Curse times out, you cast <span class=\"standout\">Rip Blood</span> on that enemy, a spell dealing physical damage. This effect can occur a limited number of times per second.<ul><li class=\"mod\"><span class=\"standout\">Rip Blood On Bone Curse Time Out</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit Per Second</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Crippling Anguish","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Bone Curse slows enemies within its area of effect<ul><li class=\"mod\"><span class=\"standout\">Slow Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cultist's Fervor","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Bone Curse costs less mana and has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cursed Ground","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">When you cast Bone Curse, it now also leaves behind <span class=\"standout\">Cursed Ground</span> for a short duration. Enemies that walk into the Cursed Ground are afflicted with Bone Curse.<ul><li class=\"mod\"><span class=\"standout\">Cursed Ground On Area</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cursed Ground Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cursed Limbs","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">After directly casting Bone Curse, you also cast Bone Curse on hit for the next few seconds, but Bone Curse costs more mana. This cast on hit effect can&#039;t occur more than once per second.<ul><li class=\"mod\"><span class=\"standout\">Bone Curse On Hit After Direct Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Defile Defenses","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Bone Curse has a chance to reduce enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Entreat the Damned","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Killing an enemy with Bone Curse has a chance to summon a Skeleton Vanguard, a minion that deals melee physical damage using a spear. You are limited to 3 Skeleton Vanguards by default.<ul><li class=\"mod\"><span class=\"standout\">Skeleton Vanguard On Kill Chance</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Vanguard Limit</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Illusion of Pain","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse falls off after only 1 hit, but it always crits and deals significantly more damage (multiplicative with other modifiers). Bone Curse now has a cooldown.  This is not compatible with the <span class=\"standout\">Signet of Agony</span> node. The duration of <span class=\"standout\">Cursed Limbs</span> and <span class=\"standout\">Cursed Ground</span> are significantly reduced.<ul><li class=\"mod\"><span class=\"standout\">Always Crits</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+150%</span></li><li class=\"mod\"><span class=\"standout\">Bone Curse Maximum Hits</span> <span class=\"val negative\">1</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">6</span></li><li class=\"mod\"><span class=\"standout\">Cursed Limbs and Cursed Ground duration</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Iron Maiden","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Bone Curse deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Thief","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">If you kill an enemy affected by Bone Curse you have a chance to gain <span class=\"standout\">Bone Armor</span> for 4 seconds, which grants less damage taken (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bone Armor Chance On Kill</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Merciless","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">You may cast Bone Curse on your minions, which grants them more physical damage (multiplicative with other modifiers), but also applies Bone Curse&#039;s negative effects.   This effect lasts 4 seconds and does not stack.<ul><li class=\"mod\"><span class=\"standout\">Cast On Minion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Minion Physical Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Misery","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse&#039;s base physical damage is converted to necrotic. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Necrotic Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Oppressive Gaze","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse deals more damage (multiplicative with other modifiers), but now only affects a single target. Bone Curse and Mark for Death have unlimited duration.  This is not compatible with the <span class=\"standout\">Signet of Agony</span> node.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Unlimited Duration</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Single Target</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ossify","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Your <span class=\"standout\">Bone Prison</span> takes less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Taken</span> <span class=\"val\">-15% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Reaper's Mark","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Mark for Death</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Mark Duration</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ruptured Corpse","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Enemies afflicted with Bone Curse have a chance to explode on death, dealing damage to nearby enemies, but Bone Curse costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Explosion Chance</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Shattered Prison","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse has a significantly shorter cooldown, but <span class=\"standout\">Bone Prison</span> now has gaps.<ul><li class=\"mod\"><span class=\"standout\">Reduced Cooldown Duration</span> <span class=\"val\">70%</span></li><li class=\"mod\"><span class=\"standout\">Bone Prison Has Gaps</span> <span class=\"val\"></span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Sigil of Mortality","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse applies <span class=\"standout\">Mark for Death</span> for 2 seconds, but costs more mana.  This effect overwrites <span class=\"standout\">Mark for Death's</span> normal duration.<ul><li class=\"mod\"><span class=\"standout\">Mark For Death On Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Marked Duration (seconds)</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Signet of Agony","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Bone Curse becomes a toggled aura which surrounds you, but it has reduced area and drains your mana over time. You are also inflicted with Bone Curse.  This is not compatible with the <span class=\"standout\">Oppressive Gaze</span> and <span class=\"standout\">Illusion of Pain</span> nodes.<ul><li class=\"mod\"><span class=\"standout\">Bone Curse Aura</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Bone Curse On Self</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val negative\">-40%</span></li><li class=\"mod\"><span class=\"standout\">Mana Drain</span> <span class=\"val negative\">15</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spiked Bones","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Casting Bone Curse on minions causes them to reflect a flat amount damage to attackers.   This effect lasts 4 seconds and does not stack.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected</span> <span class=\"val\">15 per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Bone Curse","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Swift Release","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Bone Curse deals more damage (multiplicative with other modifiers), but lingers for a shorter duration on enemies if not reapplied. The duration reduction only applies to Bone Curse applied by the aura.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+13% per point</span></li><li class=\"mod\"><span class=\"standout\">Bone Curse Duration</span> <span class=\"val negative\">-30% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Agonizing Siphon","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">When Harvest kills an enemy or hits at least one boss or rare enemy, you have a chance to gain a stack of <span class=\"standout\">Stolen Spirit</span>, up to 5.  At 5 stacks, your next Harvest hit against a boss or rare enemy consumes all stacks to release a Wandering Spirit per stack.<ul><li class=\"mod\"><span class=\"standout\">Chance to Gain Stack on Kill</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to Gain Stack on Boss or Rare Hit</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Spirits Released on Harvest Hit at 5 Stacks</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Bringer","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest has a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Sculptor","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest has a chance to summon a <span class=\"standout\">Blood Specter</span> when it kills an enemy. You cannot summon more than one Blood Specter every 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Blood Specter Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Crimson Death","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Harvest&#039;s base necrotic damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage.  Harvest now gains bleed chance per point of intelligence. Harvest&#039;s added damage per dexterity scaling is now added physical melee damage.  Swaps Harvest&#039;s <span class=\"standout\">Necrotic</span> tag for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Base Necrotic Damage -> Physical</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical Melee Damage per Dexterity</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance per Intelligence</span> <span class=\"val\">4%</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Death Inside","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Harvest hits deal more hit damage per unique ailment on the target (multiplicative with other modifiers), up to a maximum benefit.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage per Unique Ailment</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Double Edged Scythe","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you hit an enemy with Harvest both you and the enemy are inflicted with bleed. Bleed stacks on enemies inflicted by Harvest have additional Physical Penetration.  The self-inflicted bleed does not scale with your stats.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Self Bleed Chance</span> <span class=\"val negative\">+100%</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Finality","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Harvest hits instantly kill enemies that are below a health threshold (a percentage of their maximum health), and Harvest deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">4% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ghost Conduit","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">When you directly use Harvest, you restore mana for each enemy killed or each boss or rare enemy hit.<ul><li class=\"mod\"><span class=\"standout\">Mana Restored on Kill</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Restored on Boss or Rare Enemy Hit</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Great Scythe","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest has increased area of effect, and is increased further if using a two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Area With Two Handed Weapon</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Harrowing Blade","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest hits have a chance to reduce enemy necrotic resistance, and Harvest deals more damage over time.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Resistance Shred Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Harvest","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">A melee attack that hits all enemies in an area in front of you, dealing double damage to those that are Cursed.<ul></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Iron Mouths","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Harvest has additional critical strike chance and critical multiplier, but a percentage of your current health is also consumed on use.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent Current Health Consumed On Use</span> <span class=\"val negative\">5% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Learned Weakness","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You have increased critical strike chance and critical strike multiplier if you have hit a <span class=\"standout\">Cursed</span> enemy with Harvest recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Increased Crit Chance</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Critical Multiplier</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Legion of the Lich","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Minions have increased critical strike chance if you have landed a critical strike with Harvest recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Increased Minion Crit Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Life Eater","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Harvest grants you health each time it hits a cursed enemy.  Health gained scales with your intelligence stat.<ul><li class=\"mod\"><span class=\"standout\">Health Gained Per Point Of Intelligence</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Mark of the Locust","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When Harvest hits a target afflicted by Spirit Plague, it applies Withering and has a chance to spread Spirit Plague to an additional target.<ul><li class=\"mod\"><span class=\"standout\">Withering Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Spirit Plague Spread Chance</span> <span class=\"val\">13%</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Mind Harvest","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Harvest grants you ward when it hits a <span class=\"standout\">Cursed</span> enemy. This effect can occur a limited number of times per 5 seconds. Harvest also deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">+6 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain Limit per 5 Seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Morbid Fury","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest has increased attack speed, and is increased further if dual wielding.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed While Dual Wielding</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Necrotic Blood","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Blood Specters</span> summoned by Harvest deal additional melee necrotic damage.<ul><li class=\"mod\"><span class=\"standout\">Blood Specter Necrotic Damage</span> <span class=\"val\">+7 per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Putrid Reaper","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest hits have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Red Reapers","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blood Specters</span> summoned by Harvest have a significantly increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Blood Specter Increased Crit Chance</span> <span class=\"val\">100% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Seeds of Undeath","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">When Harvest kills an enemy or hits a boss or rare enemy, you have a chance to summon a <span class=\"standout\">Volatile Zombie</span>, consuming a percentage of its mana cost. This effect can occur a limited number of times per 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Volatile Zombie Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit per 3 Seconds</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Percent of Volatile Zombie Mana Cost Consumed</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Shatter","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Harvest&#039;s base necrotic damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to necrotic damage.  Harvest now gains frostbite chance per point of intelligence. Harvest gains added cold melee damage per dexterity instead of added necrotic melee damage. Bleed chance from all sources is converted to frostbite chance.  Swaps Harvest&#039;s <span class=\"standout\">Necrotic</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Base Necrotic Damage -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cold Melee Damage per Dexterity</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance per Intelligence</span> <span class=\"val\">4%</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance -> Frostbite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spectral Feast","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Blood Specters</span> summoned by Harvest leech a signficant portion of the damage they deal as health.<ul><li class=\"mod\"><span class=\"standout\">Blood Specter Health Leech</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spectral Whetstone","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Improves Harvest&#039;s base critical strike chance, and increases Harvest&#039;s attack speed.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Steal Youth","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Critical hits with Harvest have a chance to grant Haste for 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Haste Chance on Crit</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Symbol of Loss","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Harvest hits deal more damage against <span class=\"standout\">Cursed</span> enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Against Cursed Enemies</span> <span class=\"val\">+13% per point</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Undead Harvest","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Harvest hits leave a trace on enemies, causing enemies to take increased damage and be prioritized by your minions. Traces last for 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Minions Prioritize Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Enemy Damage Taken</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Harvest","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Wraith Skin","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you directly use Harvest and hit at least one enemy, gain a percentage of your missing health as ward.<ul><li class=\"mod\"><span class=\"standout\">Percent Missing Health Gained as Ward</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Caustic Wretches","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Souls have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Decayed Mind","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Souls have an increased chance to poison enemies, and they cost less mana.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Descent Into Madness","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Souls deal more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dominion Of Undeath","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Hungering Souls costs less mana, and fires projectiles in a wider cone.<ul><li class=\"mod\"><span class=\"standout\">Cone Width</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Eternal Pyre","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Ignites inflicted by Hungering Souls last longer and have additional Fire Penetration<ul><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fire Skull","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Hungering Souls&#039; base damage is increased and converted to fire and its hits ignite instead of possessing. Consequently this damage scales with increases to fire damage, but not increases to necrotic damage.  Souls deal more hit damage.<ul><li class=\"mod\"><span class=\"standout\">Base Damage Converted To Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Possess -> Ignite</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Focused Wrath","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Hungering Souls fires projectiles in a narrower cone.<ul><li class=\"mod\"><span class=\"standout\">Cone Width</span> <span class=\"val\">-35% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Forbidden Pact","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Souls deal additional spell damage based on your maximum mana, but fewer Souls are created with each cast.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per 20 Max Mana</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val negative\">-2</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Grave Bond","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Souls deal more damage (multiplicative with other modifiers) if you have at least one minion.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Great Soul","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Souls are larger and deal more hit damage, but Hungering Souls costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hungering Eyes","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Souls&#039; critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hungering Souls","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Calls forth five hungering souls that seeks out enemies, on hit they deal necrotic damage and then possesses the target.  Possessed enemies take necrotic damage over time for 1.5 seconds. Enemies cannot be possessed by multiple souls at once.<ul></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Inspired Hunger","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Directly casting Hungering Souls causes you to deal more damage over time against Possessed Enemies for 8 seconds. This effect does not stack.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time vs Possessed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Isolation","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Souls are significantly larger and deal more hit damage, but only one is created with each cast.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Soul Limit</span> <span class=\"val negative\">1</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Lament","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You have a higher chance to cast Hungering Souls when hit.  When you directly cast Hungering Souls you gain Ward.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Hungering Souls When Hit</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain on Direct Cast</span> <span class=\"val\">13 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Life Hunt","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Hungering Souls has increased cast speed and its souls travel faster, causing them to go further before they expire.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Speed and Range</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Mind Harvest","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Souls grant you more mana when they kill an enemy.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Necromantic Emanation","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Souls deal more damage (multiplicative with other modifiers) for each minion you have.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Minion</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Piercing Gaze","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Improves Hungering Souls&#039; base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ravenous","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Souls deal additional necrotic damage on Hit.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage on Hit</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Reaper's Gaze","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Souls hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).   If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Risen Cemetery","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Hungering Souls has a chance to fire additional projectiles.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Chance Of Extra Projectiles</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Risen Hatred","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You have a higher chance to cast Hungering Souls when hit.  When you directly cast Hungering Souls you have a chance to cast it twice in quick succession.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Hungering Souls When Hit</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Doublecast Chance</span> <span class=\"val\">4% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soul Catcher","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Hungering Souls cost less mana and has a chance to grant ward on kill.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward On Kill Chance</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Amount</span> <span class=\"val\">30</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soul Drain","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Souls have a chance to grant you mana when they kill an enemy.<ul><li class=\"mod\"><span class=\"standout\">Chance To Grant Mana On Kill</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soul Swarm","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Hungering Souls fires additional projectiles, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Unholy Trinity","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Souls deal more damage (multiplicative with other modifiers) if you have exactly three minions.<ul><li class=\"mod\"><span class=\"standout\">Damage with Three Minions</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Hungering Souls","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Vengeful Souls","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You have a chance to cast Hungering Souls when hit, but Souls cast this way have a 70% chance to only have one projectile.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Hungering Souls When Hit</span> <span class=\"val\">7%</span></li><li class=\"mod\"><span class=\"standout\">Chance for Single Projectile When Hit</span> <span class=\"val\">70%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Baneful","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Ignited inflicted by Infernal Shade has additional Fire Penetration<ul><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blaze Shade","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You have a chance to create a <span class=\"standout\">Blaze Shade</span> which deals more damage in a significantly larger area (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Chance for Blaze Shade</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">More Damage with Blaze Shade</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Area of Effect with Blaze Shade</span> <span class=\"val\">+200%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Shade","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shade&#039;s base fire damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to fire damage.  All ignite chance from this tree is converted to bleed chance and effects related to ignite now depend on bleed instead.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage -> Physical Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance -> Bleed Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Brimstone","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Infernal Shade has a chance to slow nearby enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Burn Trail","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your minions gain <span class=\"standout\">Haste</span> while they have an Infernal Shade attached to them.<ul><li class=\"mod\"><span class=\"standout\">Hastes Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cackling Flames","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Infernal Shade has increased duration.<ul><li class=\"mod\"><span class=\"standout\">Increased Duration</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Combustion","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When Infernal Shade expires there is a large explosion which deals fire damage to nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Explodes at End</span> <span class=\"val\"></span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Corrosion","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Infernal Shade has a chance to shred the armor of nearby enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Chance Per Second</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Devour in Flames","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shade can now only attach to your minions, but your minions are also damaged by Infernal Shade.<ul><li class=\"mod\"><span class=\"standout\">Minion Targetable</span> <span class=\"val\"></span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fanning the Flames","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Infernal Shade deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">8% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fiend Hunter","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Infernal Shade has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fiery Conclusion","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">The explosion which occurs when the Infernal Shade expires deals more damage (multiplicative with other modifiers) and affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Explosion Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Flame Burst","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shade has reduce duration and the explosion which occurs when the Infernal Shade expires has added critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Reduced Duration</span> <span class=\"val\">24%</span></li><li class=\"mod\"><span class=\"standout\">Explosion Critical Chance</span> <span class=\"val\">+8%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fleeting Shade","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Blaze Shade</span> deals more damage, but has a shorter duration (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Blaze Shade Damage</span> <span class=\"val\">150%</span></li><li class=\"mod\"><span class=\"standout\">Blaze Shade Duration</span> <span class=\"val negative\">-60%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Flight of Fire","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You can cast an additional Infernal Shade or Dread Shade.<ul><li class=\"mod\"><span class=\"standout\">Maximum Shades</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Heart of Fire","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Infernal Shade deals more damage (multiplicative with other modifiers), but in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Radius</span> <span class=\"val negative\">12% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hellfire","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shade is now ground targeted and cannot attach to any targets.  Infernal Shade applies a stack of Fire Resistance Shred each second but now has a cooldown.  Prevents additional Shades from the Legion node being created.<ul><li class=\"mod\"><span class=\"standout\">Remains on Ground</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shreds Fire Resistance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ignition","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Infernal Shade costs less mana and has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Infernal Shade","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Target enemy and all nearby enemies take fire damage per second. Each enemy can only have one Infernal Shade attached at a time. Expires after 5 seconds. Max 4 active shades.<ul></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Influence","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Infernal Shade deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Legion","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">When directly casting Infernal Shade you will create extra shades if there are nearby enemies.  Infernal Shade costs more mana to cast.  Has no effect if you have taken the Hellfire node.<ul><li class=\"mod\"><span class=\"standout\">Additional Shades</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Cost</span> <span class=\"val negative\">85% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Lingering Flames","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">If no target is within range of your target location the shade will wait up to 10 seconds for a target to come within range and then attach to it.<ul><li class=\"mod\"><span class=\"standout\">Waits on Ground</span> <span class=\"val\"></span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Manic Pyre","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Minions which have an Infernal Shade attached to them gain increased movement, attack and cast speed each second up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Increased Movespeed Per Second</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Attack Speed Per Second</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Cast Speed Per Second</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Speed Increase</span> <span class=\"val\">54%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Purgatory","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shade gains 15% fire penetration each second that it is unattached to a target.<ul><li class=\"mod\"><span class=\"standout\">Fire Penetrationper second spent Unattached</span> <span class=\"val\">15%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Shifting Doom","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">When Infernal Shade&#039;s target dies it has a chance to move to a new target.<ul><li class=\"mod\"><span class=\"standout\">Chance to Reattach</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soulfire","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shades which attach to minions have unlimited increased duration.<ul><li class=\"mod\"><span class=\"standout\">Unlimited Duration On Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Subjugation","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Infernal Shade deals more direct damage (multiplicative with other modifiers) for each second it has been active, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Direct Damage gained each second</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage gained</span> <span class=\"val\">180%</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Torment Beacon","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Infernal Shade has a chance to ignite nearby enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance Per Second</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Infernal Shade","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Wildfires","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Infernal Shade deals more damage (multiplicative with other modifiers), but has reduced duration.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">18% per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Duration</span> <span class=\"val negative\">10% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Apathy","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards deals more damage, but Marrow Shards can hit and damage your own minions.   On hit effects, such as health gained on hit, do not proc when you hit your minions.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"val negative\">Minion Friendly Fire</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Assassin","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Marrow Shards has additional critical strike chance and critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Reverie","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You leech a portion of physical damage as life if you have killed with Marrow Shards recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Physical Leech</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Knives","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards deals significantly more damage (multiplicative with other modifiers), but no longer pierces.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">75%</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Pierce</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Splinters","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards creates <span class=\"standout\">Bone Splinters</span> in a cone when destroyed, which damage enemies, but Marrow Shards travels less far and costs more health.<ul><li class=\"mod\"><span class=\"standout\">Bone Splinters On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Projectile Range</span> <span class=\"val negative\">-20%</span></li><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val negative\">+40%</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bones Of The Follower","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards deals significantly more damage, but consumes one of your minions when you cast it.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">Consumes Minion</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Carving","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Bone Splinters</span> deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Bone Splinters Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Crimson Ivory","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Bone Splinters</span> hits deal more hit damage against bleeding enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Bleeding</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dark Precision","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Bone Splinters</span> have additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dark Reverie","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Grants you increased critical strike chance if you have killed with Marrow Shards recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Increased Crit Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dead Weight","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Marrow Shards deals more damage, but its range is reduced.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Range</span> <span class=\"val negative\">-13% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Demise","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Marrow Shards deals more hit damage against bleeding enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Bleeding</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Femoral Offering","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards has additional critical strike multiplier, but you lose health when you critically strike with Marrow Shards.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Health Lost On Crit</span> <span class=\"val negative\">1%</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Frigid Shards","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards&#039;s base physical damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not to physical damage. It also gains a base freeze rate.  Bleed chance from all sources is converted to frostbite chance.  Swaps Marrow Shards&#039;s physical tag for a cold tag.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">50</span></li><li class=\"mod\"><span class=\"val negative\">Bleed Effects -> Frostbite Effects</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ghost Splinters","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Bone Splinters</span> travel faster and further.<ul><li class=\"mod\"><span class=\"standout\">Bone Splinters Speed and Range</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Gouging Splinters","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Bone Splinters</span> have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bone Splinters Bleed Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ivory Obliteration","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Bone Splinters</span> have additional critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+35%</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Life Blood","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Marrow Shards hits have a higher chance to create a <span class=\"standout\">Marrow Orb</span>.<ul><li class=\"mod\"><span class=\"standout\">Marrow Orb Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Caster","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards are now instantly destroyed, creating a <span class=\"standout\">Splinter Nova</span> around you instead of <span class=\"standout\">Bone Splinters</span>. Splinter Nova hits all enemies in an area around you. Splinter Nova is affected by all modifiers to Marrow Shards and Bone Splinters. Modifiers to the projectile speed of Bone Splinters grant increased area for Splinter Nova.<ul><li class=\"mod\"><span class=\"standout\">Creates Splinter Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Marrow Shards Destroyed Instantly</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Death","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Marrow Shards has additional critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Eater","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Marrow Orbs</span> return more health.<ul><li class=\"mod\"><span class=\"standout\">Marrow Orb Health Gained</span> <span class=\"val\">+7 per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Hunger","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You leech a portion of physical damage as health if you have cast Marrow Shards recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Physical Leech</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Shards","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Fires sharpened bones from your body. The bones pierce through enemies inflicting physical damage. Instead of mana, this spell costs 9% of your current health.<ul></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ossumancy","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">When you directly cast Marrow Shards, you have a chance to immediately cast a second instance of Marrow Shards.  Indirect casts of Marrow Shards, such as from this effect, do not cost health.<ul><li class=\"mod\"><span class=\"standout\">Doublecast Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Rip Marrow","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards has a chance to create a <span class=\"standout\">Marrow Orb</span> on hit that returns 15 health to you. This effect can occur a limited number of times per second.<ul><li class=\"mod\"><span class=\"standout\">Marrow Orb Chance</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Marrow Orb Health Gained</span> <span class=\"val\">+15</span></li><li class=\"mod\"><span class=\"standout\">Limit Per Second</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Second Sight","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The second cast of Marrow Shards from <span class=\"standout\">Ossumancy</span> will target a random enemy within 15 meters.<ul><li class=\"mod\"><span class=\"standout\">Second Cast Targets Nearby Enemy</span> <span class=\"val\"></span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Shredding Bones","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Marrow Shards hits have a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soul Blood","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Marrow Shards has a chance to cause enemies to bleed, but costs more health.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spirit Feast","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Marrow Orbs</span> also replenish mana.<ul><li class=\"mod\"><span class=\"standout\">Marrow Orb Mana Gained</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Splintering Impact","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Marrow Shards creates <span class=\"standout\">Bone Splinters</span> in a cone behind the enemy when destroyed, damaging other enemies, but Marrow Shards no longer pierces and costs more health.<ul><li class=\"mod\"><span class=\"standout\">Bone Splinters On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cannot Pierce</span></li><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Marrow Shards","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Treachery","usable":["Necromancer","Lich","Warlock"],"points":"7","effect":"<span class=\"mod\">You gain health when you kill one of your own minions.<ul><li class=\"mod\"><span class=\"standout\">Health Gained</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Arcane Absorption","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">When you directly cast Rip Blood and hit at least one enemy you gain additional spell damage for 6 seconds. The amount of spell damage gained is doubled for Rip Blood. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Global Spell Damage on Hit</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Doubled for Rip Blood</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Arcane Fortress","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Blood Orbs</span> now grant ward instead of health, equal to half of the health they would have restored.  Being at or close to full health does not affect the amount of the ward the <span class=\"standout\">Blood Orbs</span> grant.<ul><li class=\"mod\"><span class=\"standout\">Health Granted -> Ward Granted</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Bond","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you directly cast Rip Blood and hit a boss or rare enemy it attaches a <span class=\"standout\">Blood Tether</span>, dealing physical spell damage over time.<ul><li class=\"mod\"><span class=\"standout\">Blood Tether on Boss or Rare</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Catalyst","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you directly cast Rip Blood and it kills at least one enemy, it will recast from that position towards another enemy, consuming Rip Blood&#039;s mana cost. These recasts can also trigger this effect.  Rip Blood no longer creates <span class=\"standout\">Blood Orbs</span>.<ul><li class=\"mod\"><span class=\"standout\">Automatically Recasts On Kill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Percent of Rip Blood Mana Cost Consumed</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"val negative\">No Blood Orbs</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Infusion","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Blood Splatter</span> grants your minions <span class=\"standout\">Blood Infusion</span> when it hits them. The <span class=\"standout\">Blood Infusion</span> buff grants 15% more damage for 4 seconds (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Grants Minions Blood Infusion</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Carnage","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you directly use Rip Blood and hit a boss or rare enemy or hit at least 3 enemies, you cast Marrow Shards in the same direction.<ul><li class=\"mod\"><span class=\"standout\">Marrow Shards on Boss, Rare, or Multi Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Carrion Hunger","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you are out of mana Rip Blood is free.<ul><li class=\"mod\"><span class=\"standout\">Out-of-Mana Mana Cost</span> <span class=\"val\">0</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Coagulation","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When a blood orb grants health, you gain a stack of <span class=\"standout\">Coagulated Blood</span>. Upon reaching at least 6 stacks, your next cast of Rip Blood consumes 6 stacks to form a <span class=\"standout\">Coagulated Blood Orb</span> that seeks out a nearby enemy, dealing spell physical damage in a small area.  Additionally, Blood Tethers such as from <span class=\"standout\">Blood Bond</span> grant 3 stacks each second.<ul><li class=\"mod\"><span class=\"standout\">Create Coagulated Blood Orbs</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Coagulated Blood Stacks Needed</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Max Coagulated Blood Stacks</span> <span class=\"val\">12</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Crimson Flood","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Blood Splatter</span> deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Blood Splatter Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Gushing Wound","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Rip Blood hits have a chance to cause enemies to bleed. .<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hematology","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Blood Orbs</span> restore more health based on your Intelligence stat.<ul><li class=\"mod\"><span class=\"standout\">Health Restored Per Intelligence</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hemomancer","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Rip Blood has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hemophagy","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blood Infusion</span> causes your minions to leech a portion of the physical damage they deal as health.<ul><li class=\"mod\"><span class=\"standout\">Blood Infusion Physical Leech</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Infused Frenzy","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blood Infusion</span> grants increased attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Blood Infusion Attack Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Infusion Cast Speed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Mana Feast","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blood Orbs</span> now also grant you mana when you directly cast Rip Blood. The amount of mana is tripled for orbs from bosses and rare enemies.<ul><li class=\"mod\"><span class=\"standout\">Mana Granted</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled Against Bosses and Rare Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Drinker","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Rip Blood can be cast on your minions, but no longer can be cast on enemies. <span class=\"standout\">Blood Orbs</span> restore significantly more health.<ul><li class=\"mod\"><span class=\"standout\">Health Granted</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Targets Minions Instead</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Necrotic Inspiration","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Rip Blood deals more damage for each minion you currently control (multiplicative with other modifiers), up to a maximum benefit.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Minion</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Gained</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Necrotic Unity","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Blood Splatter has increased area for each minion you currently control, up to a maximum benefit.<ul><li class=\"mod\"><span class=\"standout\">Increased Area Per Minion</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Area Increase</span> <span class=\"val\">40%</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Quenching","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Blood Orbs</span> grant additional health and the <span class=\"standout\">Blood Orb</span> returns faster.<ul><li class=\"mod\"><span class=\"standout\">Health Granted</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Orb Travel Speed</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Revile","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Rip Blood deals more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Rip Blood","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 5 health when it reaches you.<ul></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Rip Spirit","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Rip Blood and <span class=\"standout\">Blood Splatter's</span> base physical damage are converted to necrotic damage. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage.  Bleed chance from all sources is converted to Damned chance.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Necrotic Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Damned</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Run Dry","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Rip Blood deals more damage (multiplicative with other modifiers) .<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Splatter","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Rip Blood hits have a chance to create a <span class=\"standout\">Blood Splatter</span> at the target, dealing damage to other enemies around it that were not hit by Rip Blood. This effect can occur a limited number of times per cast of Rip Blood.<ul><li class=\"mod\"><span class=\"standout\">Blood Splatter chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit per Cast</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Stench of Blood","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Rip Blood has increased cast speed leaves a stench on the target enemy that causes your minions to prioritise attacking it.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Minions Prioritize Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Thirst","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Rip Blood costs less mana and has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Varicose Veins","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Coagulated Blood Orb</span> deals more damage in a larger area (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Coagulated Blood Orb Explosion Damage</span> <span class=\"val\">35% per point</span></li><li class=\"mod\"><span class=\"standout\">Coagulated Blood Orb Explosion Area</span> <span class=\"val\">35% per point</span></li></ul>"},{"skill":"Rip Blood","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Volatility","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Rip Blood has additional critical strike chance. .<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Agonizing Expanse","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague spreads when you critically strike an afflicted target.<ul><li class=\"mod\"><span class=\"standout\">Plague Spreads On Crit Against Afflicted Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Calamitous","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Spirit Plague spreads to additional targets, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Targets On Spread</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+6 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Concentrated Rot","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Spirit Plague deals more damage (multiplicative with other modifiers), but spreads in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Spread Range</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Conductor of Plagues","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague is now a combo skill. Directly recasting Spirit Plague within 2 seconds will cause up to 3 inflicted enemies to spread Spirit Plague to other enemies around them.<ul><li class=\"mod\"><span class=\"standout\">Spread On Recast</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Contagion","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague is now cast in an area around the target, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Cast In Area</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Defilement","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You gain mana when Spirit Plague kills an enemy.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain On Kill</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Discharge","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague spreads after a duration. (This does not affect the maximum number of spreads.)<ul><li class=\"mod\"><span class=\"standout\">Spreads After Duration (Seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Efficacious Application","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirit Plague costs less mana and lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Duration</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Endless Decay","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You gain increased poison damage when you afflict an enemy with Spirit Plague. This effect lasts 4 seconds and can stack up to 13 times.<ul><li class=\"mod\"><span class=\"standout\">Increased Poison Damage</span> <span class=\"val\">7% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">13</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Enfeeblement","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies you inflict with Spirit Plague are also inflicted with Frailty.<ul><li class=\"mod\"><span class=\"standout\">Frailty Stacks Inflicted</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Exsanguination","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Bleed inflicted by Spirit Plague has additional Bleed Penetration, but you are now also inflicted with bleeding.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Stacks On You</span> <span class=\"val negative\">1 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Gift of Death","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague has a chance to summon a <span class=\"standout\">Poison Wisp</span> when it kills an enemy, a minion which lasts for 15 seconds and poisons nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Wisp Chance</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hemorrhage","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies you inflict with Spirit Plague are also inflicted with bleeding for the same duration.<ul><li class=\"mod\"><span class=\"standout\">Bleed Stacks Inflicted</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hindering Affliction","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies afflicted by Spirit Plague are now also slowed.<ul><li class=\"mod\"><span class=\"standout\">Spirit Plague Slows</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slow Duration (Seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Laceration","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">You have a chance to apply bleed when you hit an enemy afflicted by Spirit Plague.<ul><li class=\"mod\"><span class=\"standout\">Chance To Inflict Bleed On Afflicted Enemies On Hit</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Perpetuity","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Spirit Plague has increased cast speed and lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Cast Speed</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Duration</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Pestilence","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You gain increased global damage over time when you afflict an enemy with Spirit Plague. This effect lasts 4 seconds and can stack up to 13 times.<ul><li class=\"mod\"><span class=\"standout\">Increased Global Damage Over Time</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">13</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Plague Bearer","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Enemies you inflict with Spirit Plague are also inflicted by <span class=\"standout\">Plague</span> for the same duration. <span class=\"standout\">Plague</span> is an ailment that deals poison damage over time, spreads between enemies, and does not stack.<ul><li class=\"mod\"><span class=\"standout\">Inflicts Plague</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Plague Burst","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You have a chance to spread Spirit Plague when you hit an afflicted enemy.<ul><li class=\"mod\"><span class=\"standout\">Chance To Spread On Hitting Afflicted Enemy</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Plague of Eyes","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague has additional spell necrotic damage for each point of Intelligence<ul><li class=\"mod\"><span class=\"standout\">Spell Necrotic Damage per Intelligence</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Plague's Purview","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirit Plague is cast in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">35% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Putrid Recovery","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You gain ward when hitting an enemy afflicted by Spirit Plague, up to a limited number of times per second.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">12 per point</span></li><li class=\"mod\"><span class=\"standout\">Times Per 2 Seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Queen of Plagues","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Plague</span> inflicted by Spirit Plague has additional Poison Penetration.<ul><li class=\"mod\"><span class=\"standout\">Poison Penetration with Plague</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Rotten to the Core","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirit Plague deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Scourge","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirit Plague deals significantly more damage (multiplicative with other modifiers), but no longer spreads.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">75%</span></li><li class=\"mod\"><span class=\"val negative\">No Longer Spreads</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spirit Plague","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Curses a target with a powerful necrotic damage over time effect which lasts 3 seconds. Spreads to a single nearby target on target death.<ul></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spooked","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Enemies afflicted by Spirit Plague are also feared.<ul><li class=\"mod\"><span class=\"standout\">Fear For Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Spirit Plague","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Toxic Transmission","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies you inflict with Spirit Plague are also inflicted with poison for the same duration.<ul><li class=\"mod\"><span class=\"standout\">Poison Stacks Per Cast</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Amalgam of Mages","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Your Golem deals more spell damage (multiplicative with other modifiers), and has an increased chance to stun.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Amalgam of Primalists","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem grants additional armor to nearby minions, including itself.<ul><li class=\"mod\"><span class=\"standout\">Armor Granted To Nearby Minions</span> <span class=\"val\">+80 per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Amalgam of Rogues","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Your Golem has increased attack speed, cast speed, and movement speed.<ul><li class=\"mod\"><span class=\"standout\">Melee Attack Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Amalgam of Sentinels","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Your Golem deals more damage and has more health and armor (each multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Health and Armor</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Betrayal","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">If you only control one Golem, it has a much higher chance to retaliate with <span class=\"standout\">Bone Shatter</span> when damaged by hits from allies.<ul><li class=\"mod\"><span class=\"standout\">Triple Bone Shatter Chance From Ally Hits</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bladed Fists","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem deals more damage with melee attacks (multiplicative with other modifers), and has an increased chance to stun with melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Melee Stun Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Blood Golem","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You now summon a <span class=\"standout\">Blood Golem</span> instead of a Bone Golem.   Blood Golems can also cast <span class=\"standout\">Sanguine Orb</span>, a spell that deals physical damage to nearby enemies over 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Blood Golem Replaces Bone Golem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Blood Golem Casts Sanguine Orb</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Growth","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem has additional health regeneration based on your total amount of health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Portion of your Health Regen</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Hail","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem has a higher chance to retaliate with <span class=\"standout\">Bone Shatter</span> when hit and its Bone Shatter deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bone Shatter Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Bone Shatter Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Kindling","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Skeletons</span> and <span class=\"standout\">Skeletal Mages</span> which die within 18 meters of your Bone Golem grant it more fire damage over time to ignited enemies (multiplicative with other modifiers) for 10 seconds. This effect can occur a limited number of times per 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Infernal Aura Damage Per Skeleton or Skeletal Mage</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Limit Per 10 seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Breath of Formosus","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your Golem&#039;s <span class=\"standout\">Freezing Grasp</span> spell now has additional spell damage and base freeze rate per point of Vitality.<ul><li class=\"mod\"><span class=\"standout\">Freezing Grasp Freeze Rate per Vitality</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Freezing Grasp Damage per Vitality</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Burning Bones","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem has a chance to ignite enemies, additional fire resistance, and deals more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Ignite Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Resistance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Charred Bones","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem deals additional fire damage with spells and melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Fire Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cold Vengeance","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem deals additional melee cold damage and it has a chance to chill attackers when hit.<ul><li class=\"mod\"><span class=\"standout\">Melee Cold Damage</span> <span class=\"val\">+10 per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance When Hit</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Resistance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Deathchill Golem","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You now summon a <span class=\"standout\">Deathchill Golem</span> instead of a Bone Golem.   The base physical damage of Deathchill Golems&#039; melee attacks is converted to cold. Consequently this damage scales with increases to minion cold damage, but not increases to minion physical damage. Death Chill Golems&#039; melee attacks gain a Freeze Rate equal to twice their base damage.  Deathchill Golem also casts Freezing Grasp, a spell that deals cold damage and has high freeze rate. Bosses cannot be frozen by this.<ul><li class=\"mod\"><span class=\"standout\">Deathchill Golem Replaces Bone Golem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Melee Base Damage -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Deathchill Golem Casts Freezing Grasp</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Flight of the Femurs","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your Golem&#039;s <span class=\"standout\">Bone Shatter</span> has a chance to repeat from enemies hit by it. This effect can occur a limited number of times per second.<ul><li class=\"mod\"><span class=\"standout\">Bone Shatter Repeat Chance</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Limit Per Second</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fragments of the Fallen","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your Golems have increased size and deal more damage (multiplicative with other modifiers) if you have no other living golems when you summon them.  Your Golems have significantly higher armor for the first 15 seconds of their life when summoned near the corpse of another Golem.<ul><li class=\"mod\"><span class=\"standout\">Starting Armour Near Dead Golem</span> <span class=\"val\">+9500</span></li><li class=\"mod\"><span class=\"standout\">Size if no other living Golems</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Damage if no other living Golems</span> <span class=\"val\">+25%</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hunger","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem&#039;s hits restore health to you and itself. This effect restores additional health per 2 Vitality.<ul><li class=\"mod\"><span class=\"standout\">Health Gain On Hit</span> <span class=\"val\">13 per point</span></li><li class=\"mod\"><span class=\"standout\">Additional Health Per 2 Vitality</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Infected Remains","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem has a chance to grant you a stack of <span class=\"standout\">Putrid Coating</span> when it is hit. Each stack lasts for 8 seconds and grants you a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance Per Stack</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance To Grant Putrid Coating When Hit</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ivory Twin","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your Golems deal more damage (multiplicative with other modifiers). If Bone Golems have been replaced by another type of Golem, you now have an equal chance to summon a Bone Golem.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Golem Summons Also Summon A Bone Golem</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Eater","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Your <span class=\"standout\">Skeletons</span> which die within 18 meters of your Bone Golem grant it more armor and melee damage (both multiplicative with other modifiers) for 10 seconds. This effect can occur a limited number of times per 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Armor On Skeleton Death</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage On Skeleton Death</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit Per 10 Seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Pyre Golem","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You now summon a <span class=\"standout\">Pyre Golem</span> instead of a Bone Golem.  The base physical damage of Pyre Golems&#039; melee attacks is converted to fire. Consequently this damage scales with increases to minion fire damage, but not increases to minion physical damage.  Pyre Golems also cast <span class=\"standout\">Infernal Aura</span>, a spell that deals a burst of fire damage on cast and fire damage over time afterwards. Infernal Aura also ignites nearby enemies every second.<ul><li class=\"mod\"><span class=\"standout\">Pyre Golem Replaces Bone Golem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Melee Base Damage -> Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Pyre Golem Casts Infernal Aura</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Summon Bone Golem","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Summons a bone golem, which attacks slowly, but has a 15% chance to retaliate with Bone Shatter when hit.<ul></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Tower of Bones","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Your Golem is larger (multiplicative with other modifiers), has increased area of effect, and generates more threat, which increases the likelihood of enemies targeting it.<ul><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Threat Generated</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Twinned Golems","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You summon an additional Golem, but each Golem has reduced maximum health, is smaller, and deals less damage (all multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Maximum Number Of Golems</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val negative\">-25%</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val negative\">-35%</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-45%</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Unnatural Speed","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Your Golem causes all nearby minions to move faster, including themselves. This bonus is doubled for the Golems themselves.<ul><li class=\"mod\"><span class=\"standout\">Movespeed To Other Nearby Minions</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Bone Golem","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"World Pyre","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Your Golem deals more damage over time (multiplicative with other modifiers), and <span class=\"standout\">Pyre Golems</span>’ <span class=\"standout\">Infernal Aura</span> deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Infernal Aura Area</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Aegis of Death","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When one of your Skeletons dies, another Skeleton is healed to full health.<ul><li class=\"mod\"><span class=\"standout\">Heal Skeleton On Death</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ash and Frost","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Archers will randomly use Fire Arrow or Ice Arrow, but have additional chance to ignite or inflict frostbite depending on the arrow used.<ul><li class=\"mod\"><span class=\"standout\">Randomly Use Fire or Ice Arrow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite or Frostbite Chance</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Armor","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Warriors can now cast <span class=\"standout\">Bone Armor</span> for 4 seconds, which grants less damage taken (multiplicative with other modifiers).  This effect has a 4 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Skeleton Warriors Cast Bone Armor</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Share","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Warriors can target allies with <span class=\"standout\">Bone Armor</span>.<ul><li class=\"mod\"><span class=\"standout\">Bone Armor Can Target Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dread Phalanx","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeletons deal more damage and have more health (both multiplicative with other modifiers) and are larger, but you can only summon half as many as you could before (rounded up).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Number Of Skeletons</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Empty the Graves","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You summon multiple Skeletons in a single cast, but Summon Skeleton costs more mana. This does not affect your maximum number of Skeletons.<ul><li class=\"mod\"><span class=\"standout\">Skeletons Summoned Per Cast</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+110% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fire Arrow","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Archers have their basic attack replaced with <span class=\"standout\">Fire Arrow</span>, which is a more powerful bow attack that deals fire damage and ignites on hit.  Skeleton Archers have less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Archers Gain Fire Arrow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Archer Attack Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Grave Walkers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You can summon more Skeletons.<ul><li class=\"mod\"><span class=\"standout\">Maximum Number Of Skeletons</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hollow Walkers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You can summon more Skeletons.<ul><li class=\"mod\"><span class=\"standout\">Maximum Number Of Skeletons</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ice Arrow","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Converts <span class=\"standout\">Fire Arrow</span> into <span class=\"standout\">Ice Arrow</span>, converting its base fire damage to cold damage. Ignite chance from all sources is converted to frostbite chance for Ice Arrow.<ul><li class=\"mod\"><span class=\"standout\">Fire Arrow -> Ice Arrow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ice Arrow Freeze Rate</span> <span class=\"val\">52</span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Frostbite Chance for Ice Arrow</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Immortal","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">When a Skeleton dies, there is a chance to summon a random new one at the same location after 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Skeleton Resummon Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Individual Operator","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeleton Rogues deal more damage (multiplicative with other modifiers) for each Skeleton Warrior or Archer you control.<ul><li class=\"mod\"><span class=\"standout\">Rogue Damage per Skeleton Warrior or Archer</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Lone Guardian","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your Skeletons have increased critical strike chance, but you can only have one Skeleton Warrior summoned at once.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">Warriors Limited To 1</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Tap","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletons leech a portion of the damage they deal as health and they have additional physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+1.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Walkers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You can summon more Skeletons.<ul><li class=\"mod\"><span class=\"standout\">Maximum Number Of Skeletons</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Memory Catcher","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You have increased spell damage if one of your Skeletons has died recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Increased Spell Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Mightier than the Sword","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Warriors are removed from the pool of Skeletons that can be summoned.<ul><li class=\"mod\"><span class=\"standout\">Removes Warriors</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Mind Catcher","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You gain mana whenever one of your Skeletons dies.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">5 per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Multishot","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Fire Arrow</span> has a chance to shoot additional projectiles.<ul><li class=\"mod\"><span class=\"standout\">Multishot Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Number Of Arrows</span> <span class=\"val\">+4</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Necrotic Conviction","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Skeleton Warriors have more maximum health, while Skeleton Rogues and Archers deal more damage (all multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Warrior Maximum Health</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Archer Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Rogue Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Shambling Steel","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Archers are removed from the pool of Skeletons that can be summoned.<ul><li class=\"mod\"><span class=\"standout\">Removes Archers</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Skeleton Rogue","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Adds Skeleton Rogues to the pool of Skeletons that can be summoned. Rogues dash to distant enemies, throw shurikens, use melee attacks, and they poison enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Adds Rogues</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soul Catcher","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You gain ward whenever one of your Skeletons dies.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Summon Skeleton","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Summons a skeleton warrior or skeleton archer to guard you. You are limited to 3 skeletons at a time.<ul></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Sweeping Strikes","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Skeletons have an increased area of effect with melee attacks, and your Skeletons deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Area Of Effect</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Unbound Necromancy","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Summon Skeletons costs less mana, and your Skeletons have improved base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Unholy Rage","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletons have increased attack speed, cast speed, and movement speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Summon Skeleton","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Vile Flask","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeleton Rogues can now throw a <span class=\"standout\">Vile Flask</span>, which inflicts poison and armor shred on hit. Vile Flask has a 5 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Rogues Use Vile Flask</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Army of Nightmares","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">The explosion now fears enemies for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Fear Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Army of Rot","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">The explosion has a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Awakening Presence","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">When a minion dies you have a chance to cast Volatile Zombie at its location, expending its mana cost.<ul><li class=\"mod\"><span class=\"standout\">Chance to Cast Volatile Zombie On Minion Death</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Pact","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">When a Zombie dies you have a chance to cast <span class=\"standout\">Marrow Shards</span> from the Zombie towards a nearby enemy.  Marrow Shards does not cost health when cast this way.<ul><li class=\"mod\"><span class=\"standout\">Marrow Shards On Death Chance</span> <span class=\"val\">34# per point</span></li><li class=\"mod\"><span class=\"standout\">No Health Cost For Marrow Shards</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Corpse Bane","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The explosion applies <span class=\"standout\">Mark for Death</span> to enemies hit, but Volatile Zombie costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Mark For Death On Explosion Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Corrosive Guts","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Vomit</span> has a chance to shred enemy armor each second.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance Per Second</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dreadful Horde","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You summon additional Zombies per cast, but Volatile Zombie costs more mana and has additional cooldown duration.<ul><li class=\"mod\"><span class=\"standout\">Zombies Per Cast</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to For Additional Zombies from Indirect Casts</span> <span class=\"val negative\">10%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Effigy of Combustion","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">When a Zombie dies you have a chance to cast <span class=\"standout\">Infernal Shade</span> on an enemy near the zombie. This consumes mana equal to a percentage of Infernal Shade&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Infernal Shade Chance On Death</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent of Infernal Shade Mana Cost Consumed</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Emerging Terrors","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Dread Shade</span> on Zombies created by a direct cast of Volatile Zombie. This consumes mana equal to a percentage of Dread Shade&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Dread Shade Chance for Direct Casts</span> <span class=\"val\">34# per point</span></li><li class=\"mod\"><span class=\"standout\">Percent of Dread Shade Mana Cost Consumed</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ferocious Horde","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Zombies have increased movement speed per point of missing health, but their health decays faster.<ul><li class=\"mod\"><span class=\"standout\">Increased Movespeed Per 1% Missing Health</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Health Decay</span> <span class=\"val negative\">+30%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fervor","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Zombies deal more damage and have more movement speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">More Movespeed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Flammable Vitae","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The explosion&#039;s base physical damage and <span class=\"standout\">Vomit</span>&#039;s base physical and poison damage are converted to fire. Consequently their damage scales with increases to fire damage, but not increases to physical or poison damage.  Poison chance from all sources is converted to ignite chance and effects related to poison now depend on ignite instead.<ul><li class=\"mod\"><span class=\"standout\">Physical and Poison -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Forceful Commander","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You summon Zombies faster and Volatile Zombie costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Summoning Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Giant Zombie","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You now summon a single large zombie with more health, that deals more damage in a larger area (all multiplicative with other modifiers), but Volatile Zombie costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">More Area</span> <span class=\"val\">80%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+120%</span></li><li class=\"mod\"><span class=\"standout\">Chance to Summon from Indirect Casts</span> <span class=\"val negative\">10%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Grand Sacrifice","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">When a Zombie dies you have a chance to cast <span class=\"standout\">Sacrifice</span> on another nearby minion. This consumes mana equal to a percentage of Sacrifice&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Sacrifice Chance</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent of Sacrifice Mana Cost Consumed</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Grave Attunement","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Zombies deal more damage (multiplicative with other modifiers) and the Zombies&#039; health decays slower, but they also move slower.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Decay</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Movespeed</span> <span class=\"val negative\">15% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Horrific Vessels","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The explosion&#039;s base physical and fire damage and <span class=\"standout\">Vomit</span>&#039;s base physical damage are converted to necrotic. Consequently their damage scales with increases to necrotic damage, but not increases to physical or fire damage.<ul><li class=\"mod\"><span class=\"standout\">Physical and Fire -> Necrotic Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Leap Attack","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Zombies now leap towards their targets, up to a maximum distance.<ul><li class=\"mod\"><span class=\"standout\">Leap Distance (meters)</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Necromantic Fervor","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You are healed for a portion of the Zombies&#039; maximum health when they explode.   The amount healed is affected by your increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing From Zombie Max Health</span> <span class=\"val\">0.4% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Path of Destruction","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">The explosion deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Increased Explosion Area</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Pull of the Grave","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Zombies instantly kill enemies that are below a health threshold (a percentage of their maximum health).  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Putridity","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Vomit</span> has a chance to poison enemies each second based on your maximum mana.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance Per Second Per 2 Maximum Mana</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ravenous","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">The explosion&#039;s hit deals more damage (multiplicative with other modifiers) against bosses and rare enemies.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage to Bosses And Rare Enemies</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Repulsive Vomit","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Zombies will now <span class=\"standout\">Vomit</span> on enemies before exploding, dealing physical and poison damage over time. Zombies lose 33% of their maximum health per second while vomiting.<ul><li class=\"mod\"><span class=\"standout\">Zombies Vomit On Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Max Health Lost Per Second</span> <span class=\"val\">33%</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Rite of the Grave","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The explosion deals damage in a larger area, but Zombies no longer move.<ul><li class=\"mod\"><span class=\"standout\">More Explosion Radius</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"val negative\">Stationary Zombies</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Shepherd of Thralls","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The explosion deals damage in a larger area and when a Zombie dies it creates a <span class=\"standout\">Skeleton Vanguard</span>, but Volatile Zombie costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Increased Explosion Area</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Summon Skeleton Warrior On Death</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Vile Force","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">When a Zombie dies it creates <span class=\"standout\">Corpse Parasites</span> for 4 seconds, but Volatile Zombie costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Corpse Parasites On Zombie Death</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Vital Ward","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Necromantic Fervor</span> now grants ward rather than health. The amount of ward gained is not affected by increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Health -> Ward From Zombie Max Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Volatile Zombie","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Summons a Volatile Zombie which trudges towards the nearest enemy. When it reaches an enemy or dies, it explodes dealing physical and fire damage to surrounding enemies.<ul></ul>"},{"skill":"Summon Volatile Zombie","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Wretched Innards","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Vomit</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Vomit Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Acolyte's Fervor","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Casting Transplant grants you <span class=\"standout\">Haste</span> and <span class=\"standout\">Frenzy</span> for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (Seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Frenzy Duration (Seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Anemia","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Transplant costs less health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val\">-8% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Apostasy","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Bone Armor</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Bone Armor Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Azure Veins","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">When you hit an enemy with Transplant you regain mana, but lose a portion of your current health and ward.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain on Hit</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Current Health Lost on Hit</span> <span class=\"val negative\">0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Lost on Hit</span> <span class=\"val negative\">0.5% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Bone Armor","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you use Transplant you are granted <span class=\"standout\">Bone Armor</span> for 4 seconds, which causes you to take less damage.  This effect has a 10 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Bone Armor On Teleport</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Cursed Exile","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Transplant deals more hit damage to cursed enemies. Transplant hits against enemies afflicted with Bone Curse restore health. Transplant hits against enemies afflicted with Spirit Plague grant ward.<ul><li class=\"mod\"><span class=\"standout\">Damage vs Cursed</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gain vs Bone Cursed</span> <span class=\"val\">8 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain vs Spirit Plagued</span> <span class=\"val\">8 per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Dance of Blood","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You automatically cast <span class=\"standout\">Rip Blood</span> at enemies nearby where you depart, but Transplant costs more health (multiplicative with other modifiers). An enemy cannot be hit by multiple instances of Rip Blood created this way.<ul><li class=\"mod\"><span class=\"standout\">Number Of Rip Bloods Cast</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val negative\">+8% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Doom Bringer","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You cast Bone Curse around the target location after you arrive.<ul><li class=\"mod\"><span class=\"standout\">Bone Curse on Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Drink Deep","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant&#039;s health cost is regenerated over 4 seconds, but costs significantly more health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health Cost Regenerated</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ethereal Body","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant&#039;s base physical damage is converted to necrotic damage. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage -> Necrotic Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Fleeting Form","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Transplant has increased cast speed and cooldown recovery speed.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Flesh Marquis","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Transplant detonation hits deal more damage, especially to bleeding enemies.<ul><li class=\"mod\"><span class=\"standout\">Detonation Hit Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Detonation Hit Damage vs Bleeding</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Forced Fruition","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">When you are out of mana, Transplant detonations deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Out-Of-Mana Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Frozen Form","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant&#039;s base physical damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to physical damage.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">100</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Hemophilia","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Explosions cause enemies to bleed, but using Transplant also causes you to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance On Self</span> <span class=\"val negative\">+100%</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Ivory Court","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You can summon more <span class=\"standout\">Bone Minions</span>.<ul><li class=\"mod\"><span class=\"standout\">Maximum Number of Bone Minions</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Marrow Blades","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Your minions deal additional melee damage for 4 seconds after you cast Transplant.<ul><li class=\"mod\"><span class=\"standout\">Minion Melee Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Pale Blood","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Transplant restores mana, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Missing Mana Restored</span> <span class=\"val\">+10 per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Purgatory","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Bone Minions</span> last until killed, but you may have only 1 active at a time.<ul><li class=\"mod\"><span class=\"standout\">Bone Minions Last Until Killed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Bone Minions</span> <span class=\"val negative\">1</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Reign of Blood","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant creates an additional body that detonates on arrival.<ul><li class=\"mod\"><span class=\"standout\">Additional Detonations At Arrival</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Scarlet Rain","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Transplant’s detonations deal damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Simulacrum","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You leave behind a <span class=\"standout\">Bone Minion</span>, which is a temporary melee minion, when you use Transplant, but your previous body no longer detonates. Other detonations still behave normally.<ul><li class=\"mod\"><span class=\"standout\">Bone Minion On Transplant</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Siphon","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Pools of Blood</span> heal you for a percentage of your total health when you walk on them.<ul><li class=\"mod\"><span class=\"standout\">Pool of Blood Maximum Health Heal</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Squeamish","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant inflicts surrounding enemies with <span class=\"standout\">Fear</span> on departure.<ul><li class=\"mod\"><span class=\"standout\">Fear On Departure</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Sticky Blood","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant detonations leave a <span class=\"standout\">Pool of Blood</span> for 3 seconds that slows enemies.<ul><li class=\"mod\"><span class=\"standout\">Detonations Leave Pool Of Blood</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Thanatophobia","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Transplant inflicts surrounding enemies with <span class=\"standout\">Fear</span> on arrival.<ul><li class=\"mod\"><span class=\"standout\">Fear On Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Transfusion","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You may Transplant to minions, which sacrifices the minion. Sacrifice cast this way uses your Sacrifice Tree and deals more damage than usual (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Transplant To Minions</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Sacrifice Minion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Sacrifice Damage</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Transplant","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Creates a new body for you at the target location, then detonates your old body to deal physical damage to enemies around it.  Instead of mana, this spell costs 13% of your current health.<ul></ul>"},{"skill":"Transplant","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Violent Emergence","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Transplant explosions instantly kill enemies that are below a health threshold (a percentage of their maximum health).   If you have a similar effect from an item or passive node, then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Daunting Presence","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Each Spirit is larger and deals damage in a larger area.  If you have <span class=\"standout\">Terrifying Presence</span>, the area for inflicting fear is also increased.<ul><li class=\"mod\"><span class=\"standout\">Increased Size</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Drained Will","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Wandering Spirits shred the necrotic resistance of enemies near them.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Resistance Shred Chance Per Second</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Drifting Spirits","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Spirits are revealed in a larger radius around you.<ul><li class=\"mod\"><span class=\"standout\">Reveal Range</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Eternal Haunt","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Wandering Spirits continues to reveal Spirits for a longer duration, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Reveal Duration (seconds)</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (seconds)</span> <span class=\"val negative\">+1 per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"False Courage","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirits deal more damage (multiplicative with other modifiers), but the fear they apply to enemies via the <span class=\"standout\">Terrifying Presence</span> node has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Fear Duration</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Familiar Souls","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Spirits are revealed in a smaller radius around the player and deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Reveal Range</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Harrowing Aura","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Spirits can Fear enemies in a larger radius. If spirits inflict <span class=\"standout\">Necrotic Resistance Shred</span> or <span class=\"standout\">Damned</span> those ailments are also inflicted in a larger radius.<ul><li class=\"mod\"><span class=\"standout\">Fear Range</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Ailment Range</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Haunting","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Fear applied to enemies via the <span class=\"standout\">Terrifying Presence</span> node lasts longer, but affects a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Fear Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Infectious Dead","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The base necrotic damage dealt by Wandering Spirits is converted to poison damage. Consequently this damage scales with increases to poison damage, but not increases to necrotic damage.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage -> Poison Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Infusing Souls","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You have a chance to gain mana whenever a Spirit expires.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain Chance</span> <span class=\"val\">15%</span></li><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">4 per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Lingering Souls","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Spirits last longer when they are revealed.<ul><li class=\"mod\"><span class=\"standout\">Spirit Duration</span> <span class=\"val\">+13% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Locus Mortis","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirits are now revealed around a target location, rather than around you. Spirits deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Targeted</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Medium","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Wandering Spirits has increased cast speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Poisoned Minds","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Spirits deal more damage to poisoned enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage To Poisoned Enemies</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Prey On Fear","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirits deal more damage to feared or possessed enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage To Feared Or Possessed Enemies</span> <span class=\"val\">+16% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Reap the Damned","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirits deal more damage to cursed enemies and damned enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage To Cursed Enemies</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage To Damned Enemies</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Sheltering Spirits","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You gain Ward whenever a Spirit expires.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain Per Spirit</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Sins of the Forgotten","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Wandering Spirits inflict enemies around them with <span class=\"standout\">Damned</span>.<ul><li class=\"mod\"><span class=\"standout\">Damned Chance per Second</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Song of the Lost Chantry","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Wandering Spirits is now a channelled skill, has a much shorter cooldown, and creates Spirits much more frequently. You can regenerate mana while channelling this skill.<ul><li class=\"mod\"><span class=\"standout\">Wandering Spirits is Channelled</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reveal Rate</span> <span class=\"val\">+120%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val\">-90%</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Soul Of Filth","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Spirits can cast <span class=\"standout\">Spectral Putrescence</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Spectral Putrescence Frequency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Souls of Rage","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirits move faster and deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spirit Movespeed</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spectral Putrescence","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Spirits have a chance to cast <span class=\"standout\">Spectral Putrescence</span> at nearby enemies each second. Spectral Putrescence is a projectile with 100% chance to poison on hit.<ul><li class=\"mod\"><span class=\"standout\">Spectral Putrescence Chance</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spectral Scorn","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Spirits cast <span class=\"standout\">Spectral Putrescence</span> at enemies from further away.<ul><li class=\"mod\"><span class=\"standout\">Spectral Putrescence Range</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Spirit Swarm","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Wandering Spirits has a shorter cooldown<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Terrifying Presence","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Enemies near Spirits are <span class=\"standout\">Feared</span> for 0.5 to 0.9 seconds, causing them to flee from the spirit that feared them.<ul><li class=\"mod\"><span class=\"standout\">Enemies Are Feared</span> <span class=\"val\"></span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Tethered Existence","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Spirits deal more damage when they pass through enemies (multiplicative with other modifiers), but move slower.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Spirit Movespeed</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Thin Veil","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Wandering Spirits reveals Spirits more frequently.<ul><li class=\"mod\"><span class=\"standout\">Reveal Rate</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Wandering Spirits","skill-group":"Acolyte","class":"Acolyte","mastery":"Acolyte","name":"Wandering Spirits","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Reveals wandering spirits around you for 6 seconds. The spirits wander at random dealing necrotic damage over time to enemies they pass through.  4 spirits are revealed immediately after casting the skill and 17 more are revealed over the next 6 seconds.  The spirits individually last up to 4 seconds, but all remaining spirits fade once the reveal duration ends.<ul></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Absence of Life","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Allies within range are healed by Aura of Decay each second. Aura of Decay heals more health the less health you currently have.<ul><li class=\"mod\"><span class=\"standout\">Heals Allies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Percent Of Missing Health Healed</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Aura of Decay","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Toggles Aura of Decay, which poisons you every second, and leaves a trail of decay. Enemies near you or in the trail are poisoned four times a second, and your chance to poison on hit applies to each of these instances at 100% effectiveness.  While Aura of Decay is active you take 30% less poison damage. Additionally, you take 50% less damage from your own Aura of Decay.<ul></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Blood Font","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Aura of Decay is converted to physical, inflicting bleed instead of poison. Your chance to inflict bleed applies to Aura of Decay at 75% effectiveness.   All of its effects related to poison and poison resistance are converted to bleed and physical resistance. Effects from Aura of Decay which granted less poison damage taken instead grant less physical damage over time taken.  Swaps Aura of Decay&#039;s <span class=\"standout\">Poison</span> tag for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Poison -> Physical</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance -> Physical Resistance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance Effectiveness</span> <span class=\"val negative\">75%</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Bubonic Aura","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Aura of Decay has a chance to inflict nearby enemies with <span class=\"standout\">Plague</span> each second, and Aura of Decay deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Plague Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Chill to the Bone","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Aura of Decay has a chance to chill nearby enemies every second.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Cold Death","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Aura of Decay is converted to cold, inflicting frostbite instead of poison. Your chance to inflict frostbite applies to Aura of Decay at 100% effectiveness.   All of its effects related to poison and poison resistance are converted to frostbite and cold resistance. Effects from Aura of Decay which granted less poison damage taken instead grant less cold damage over time taken.  Swaps Aura of Decay&#039;s <span class=\"standout\">Poison</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Poison -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance Effectiveness</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance -> Cold Resistance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Corrosive Aura","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Aura of Decay has a chance to shred the armor of nearby enemies every second. A percentage of your chance to shred armor on hit also contributes to this chance per second.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent of Armor Shred Chance on Hit Contribution</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Corruption","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies that die within Aura of Decay’s area of effect have a chance to emit a <span class=\"standout\">Poison Nova</span>, which poisons all enemies it hits. This effect can occur a limited number of times per 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Poison Nova Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit per 3 Seconds</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Death Bloom","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Poison Nova</span> can occur an additional number of times per 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Additional Limit per 3 Seconds</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Fester","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">While Aura of Decay is active and you are stationary, you gain two stacks of <span class=\"standout\">Fester</span> per second, up to a maximum. You lose two stacks per second while moving.  <span class=\"standout\">Fester</span> grants your active Aura of Decay more damage per stack (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Maximum Fester Stacks</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Aura of Decay Damage per Stack</span> <span class=\"val\">6%</span></li><li class=\"mod\"><span class=\"standout\">Stack Change Rate per Second</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Frozen Touch","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">While Aura of Decay is active, you have a chance when hit to cast <span class=\"standout\">Freezing Blast</span>. This effect has a 4 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Freezing Blast Chance When Hit</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Fume Weaver","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You and Enemies within Aura of Decay’s area of effect have less poison resistance for each point of intelligence you have.<ul><li class=\"mod\"><span class=\"standout\">Enemy Poison Resistance Per Int</span> <span class=\"val\">-1%</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance Per Int</span> <span class=\"val negative\">-1%</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Incipient Decay","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Aura of Decay consumes mana every 15 seconds to emit a powerful <span class=\"standout\">Defiling Nova</span>, as long as there is a boss or rare enemy nearby.  This effect occurs with increased frequency based on your uncapped poison resistance.<ul><li class=\"mod\"><span class=\"standout\">Defiling Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val\">10</span></li><li class=\"mod\"><span class=\"standout\">Increased Frequency per 10% Poison Resistance</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Infectious Bones","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Minions within Aura of Decay’s area of effect deal more poison damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Nearby Minion Poison Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Inoculation","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You take less poison damage while Aura of Decay is active (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Poison Damage Taken</span> <span class=\"val\">-5% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Mana Blight","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Aura of Decay applies Poison and other ailments to enemies more frequently, but drains mana each second.<ul><li class=\"mod\"><span class=\"standout\">Ailment Frequency</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Drain</span> <span class=\"val negative\">2 per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Plague Bearers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Minions within Aura of Decay’s area of effect have a chance to poison on hit, but are poisoned every second.<ul><li class=\"mod\"><span class=\"standout\">Minion Poison Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">Minions Poisoned Every Second</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Plague Rat","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Aura of Decay affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Poison Bolt","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you lose a stack of <span class=\"standout\">Fester</span> or gain a stack while already at maximum stacks, you fire a <span class=\"standout\">Poison Bolt</span> at a nearby enemy.<ul><li class=\"mod\"><span class=\"standout\">Poison Bolt on Stack Loss</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Bolt on Stack Gain at Max Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Poison Skin","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies are inflicted with multiple stacks of poison when they hit you, but you also gain poison stacks when hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Stacks Inflicted</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Stacks Received</span> <span class=\"val negative\">1 per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Poisoned Soul","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Aura of Decay applies poison and other ailments to enemies more frequently, but also applies poison to yourself more frequently.<ul><li class=\"mod\"><span class=\"standout\">Ailment Frequency</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Self-Poison Frequency</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Putrid Bombs","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">While Aura of Decay is active, when using a traversal skill or <span class=\"standout\">Evade</span> you leave behind a <span class=\"standout\">Putrid Bomb</span>. Putrid Bombs explode after a 1 second delay and Poison all enemies they hit.<ul><li class=\"mod\"><span class=\"standout\">Creates Putrid Bombs</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Respite","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You have additional poison resistance while in Aura of Decay and you have increased health regeneration if you have deactivated Aura of Decay recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Poison Resistance in Aura of Decay</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Health Regen On Deactivate</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Rot Weaver","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Aura of Decay applies poison and other ailments to enemies more frequently.<ul><li class=\"mod\"><span class=\"standout\">Ailment Frequency</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Rotten Core","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Fester</span>&#039;s maximum stacks is increased, and the rate at which you lose stacks while moving is reduced.<ul><li class=\"mod\"><span class=\"standout\">Fester Maximum Stacks</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Fester Stack Loss Rate While Moving</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Unchecked Growth","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You have a chance when you would lose a stack of <span class=\"standout\">Fester</span> to instead gain a stack. Additionally, you lose Fester stacks at an increased rate while moving.<ul><li class=\"mod\"><span class=\"standout\">Chance to Gain Fester Stack Instead of Losing</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Fester Stack Loss Rate While Moving</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Undertow","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Aura of Decay has a chance to slow nearby enemies every second.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Unending Sickness","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Poison and other ailments inflicted by Aura of Decay last longer. This does not include ailments that slow.<ul><li class=\"mod\"><span class=\"standout\">Ailment Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Virulence","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You gain <span class=\"standout\">Fester</span> stacks faster while channeling.<ul><li class=\"mod\"><span class=\"standout\">Fester Stack Gain Rate while Channeling</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Aura Of Decay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Vulnerability","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Enemies within Aura of Decay’s area of effect have less Poison Resistance.<ul><li class=\"mod\"><span class=\"standout\">Enemy Poison Resistance</span> <span class=\"val\">-5% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Blood Bond","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">Minions hit by a Wave of Death deal more damage for 4 seconds (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Minion Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Carrion Breath","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">The Wave of Death has increased area of effect and additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Wave of Death Area</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Wave of Death Critical Chance</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Condemnation","usable":["Lich"],"points":"2","effect":"<span class=\"mod\">Death Seal&#039;s waves of death instantly kill enemies that are below a health threshold.<ul><li class=\"mod\"><span class=\"standout\">Death Wave Kill Threshold</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Corporeal Cascade","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Wave of Death&#039;s base damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage.  All of its effects related to necrotic resistance and necrotic resistance shred are converted to physical resistance and physical resistance shred.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage > Physical Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Necrotic Resistance -> Physical Resistance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Necrotic Resistance Shred Chance -> Physical Resistance Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Corrupted Consciousness","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">When Death Seal ends, a percentage of all of your delayed damage is cleared.<ul><li class=\"mod\"><span class=\"standout\">Delayed Damage Cleared on End</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Curdled Flesh","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Wave of Death hits deal more damage per stack of poison up to a maximum (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Death Wave Hit Damage Per Poison</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">More Damage Cap</span> <span class=\"val\">60%</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Cycle of Decay","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Wave of Death hits deal more damage against poisoned targets (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Death Wave Hit Damage To Poisoned Enemies</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Deadlock","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">If your health is above 33% of your maximum when you activate Death Seal, it is reduced to 33% of your maximum health.<ul><li class=\"mod\"><span class=\"standout\">Health Reduced On Activation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Death Seal","usable":["Lich"],"points":"0","effect":"<span class=\"mod\">Toggle to seal your health, preventing it from going above its current value for 3 seconds. While sealed you take less damage equal to half your percent missing health, and 90% of hit damage taken is dealt over 4 seconds.   Reactivate to unleash a Wave of Death dealing damage based on how long Death Seal has been active and your current percent missing health.<ul></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Death Stranded","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Minions targeted by Death Seal are rooted in place for its duration. When Death Seal is released, the minion explodes in addition to releasing the wave of death at its location.<ul><li class=\"mod\"><span class=\"standout\">Targeted Minion Explodes On Death</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Minion Rooted</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Desperate Shroud","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">For the duration of Death Seal, you gain armor and stun avoidance for each 10 health you were missing when Death Seal was activated.<ul><li class=\"mod\"><span class=\"standout\">Armor Per 10 Missing Health</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Stun Avoidance Per 10 Missing Health</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Devouring Release","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">You now repeatedly cast <span class=\"standout\">Hungering Souls</span> while you are sealed. Hungering Souls cast this way has a 70% chance to have only 1 projectile.<ul><li class=\"mod\"><span class=\"standout\">Hungering Souls Interval (Seconds)</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Single Projectile Chance</span> <span class=\"val\">70%</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Doomcall","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">You gain a stack of <span class=\"standout\">Damned</span> for each second you remain sealed. Waves of Death hits now deal more damage per stack of Damned on you (multiplicative with other modifiers), up to a maximum benefit.   You are cleansed of all Damned stacks when you release Death Seal.<ul><li class=\"mod\"><span class=\"standout\">Death Wave Damage Per Damned Stack</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Cleanse Damned On Release</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Benefit</span> <span class=\"val\">400%</span></li><li class=\"mod\"><span class=\"standout\">Damned Stacks Per Second</span> <span class=\"val negative\">+1 per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Entreat The Damned","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">If <span class=\"standout\">Wandering Spirits</span> is active when you activate Death Seal it is granted additional duration.<ul><li class=\"mod\"><span class=\"standout\">Duration To Wandering Spirits (Seconds)</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Flesh Pact","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">When you release Death Seal, you recover a percentage of your missing health.<ul><li class=\"mod\"><span class=\"standout\">Percent of Missing Health Recovered</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Frenzied Accord","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">When used on a minion, Death Seal also grants it more damage and critical strike chance (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Minion Damage</span> <span class=\"val\">+70% per point</span></li><li class=\"mod\"><span class=\"standout\">More Minion Critical Strike Chance</span> <span class=\"val\">70% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Frozen Form","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">The Wave of Death&#039;s base damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to necrotic damage.  All of its effects related to necrotic resistance and necrotic resistance shred are converted to cold resistance and cold resistance shred.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Necrotic Resistance -> Cold Resistance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Necrotic Resistance Shred -> Cold Resistance Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Glimpse of Pain","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">When you kill an enemy while sealed, a percentage of all of your delayed damage is cleared.<ul><li class=\"mod\"><span class=\"standout\">Delayed Damage Cleared on Kill</span> <span class=\"val\">4% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Insatiable Soul","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">You release <span class=\"standout\">Hungering Souls</span> more frequently.  Additionally, whenever you cast Reap or Evade, you gain this effect for a percentage of Death Seal&#039;s maximum duration. Death Seal must be on your action bar for this effect to occur.<ul><li class=\"mod\"><span class=\"standout\">Hungering Souls Frequency</span> <span class=\"val\">+34% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent Effect Duration on Reap or Evade</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Lethal Release","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">Wave of Death deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Wave of Death Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Life Tap","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">If you drop below 10% health while you are sealed, Death Seal is released automatically.<ul><li class=\"mod\"><span class=\"standout\">Death Seal Automatically Releases</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Moratorium","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Death Seal&#039;s maximum duration is increased.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Mortal Pulse","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">You release a Wave of Death each second while sealed and upon activation, in addition to when you release Death Seal, but your waves of death deal less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Death Wave Cast Every Second While Sealed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Death Wave Damage</span> <span class=\"val\">-40%</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Pustulent Presence","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While sealed, you take less poison damage per 10% missing health, up to 50% missing health.<ul><li class=\"mod\"><span class=\"standout\">Less Poison Damage Taken per 10% Missing Health</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Less Poison Damage Taken</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Radiated Suffering","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">The Wave of Death has a chance to shred necrotic resistance.<ul><li class=\"mod\"><span class=\"standout\">Wave of Death Necrotic Resistance Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Sanguine Wave","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Wave of Death hits now leech a portion of the damage they deal as health.<ul><li class=\"mod\"><span class=\"standout\">Wave of Death Leech</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Seal of Servitude","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Death Seal now targets only minions.<ul><li class=\"mod\"><span class=\"standout\">Targets Minions Only</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Skeletal Sheath","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">When you release Death Seal, you are granted <span class=\"standout\">Bone Armor</span>, which grants less damage taken for the duration that Death Seal was active.<ul><li class=\"mod\"><span class=\"standout\">Bone Armor On Release</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul Stability","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Death Seal prevents health loss from effects that continously drain a percentage of your current health.<ul><li class=\"mod\"><span class=\"standout\">Current Health Drain</span> <span class=\"val\">-100%</span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Tachycardia","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">You release a Wave of Death when you cast <span class=\"standout\">Reap</span> or <span class=\"standout\">Evade</span>.  Death Seal must be on your action bar for this effect to work.<ul><li class=\"mod\"><span class=\"standout\">Wave of Death on Reap or Evade</span> <span class=\"val\"></span></li></ul>"},{"skill":"Death Seal","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"The Quick And The Dead","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">When you release Death Seal, you are granted <span class=\"standout\">Haste</span> for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration On Release (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Blood Pact","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life no longer costs mana. Instead, it drains a portion of your current health per second while channelling. Nodes that modify mana drain now modify this health drain instead.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">0</span></li><li class=\"mod\"><span class=\"standout\">Current Health Drain Per Second</span> <span class=\"val negative\">10%</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Chilling Demise","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">When a target is killed by Drain Life, you chill enemies in an area around them for a duration.<ul><li class=\"mod\"><span class=\"standout\">Chill Duration (Seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Circle of Sacrifice","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You gain ward over time while channelling based on your maximum mana.  Drain Life can affect enemies in a wider area. This does not affect the maximum number of enemies you can drain from at a time.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Second per 10 Mana</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Cloak of Solitude","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Increased Area stats from this tree and other sources has no effect on Drain Life&#039;s area of effect, but instead grants you additional Ward Retention while channelling Drain Life.<ul><li class=\"mod\"><span class=\"standout\">Ward Retention per 1% Increased Area</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"val negative\">Increased Area Stats no longer affect Area</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Condemnation","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Drain Life applies stacks of <span class=\"standout\">Damned</span> each second. <span class=\"standout\">Damned</span> is an ailment that deals necrotic damage over time.<ul><li class=\"mod\"><span class=\"standout\">Damned Stacks Applied</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Contempt","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You gain a stack of <span class=\"standout\">Contempt</span> when you have channelled on the same enemy for 2 seconds.  Contempt grants more armor (multiplicative with other modifiers) and adds to all resistances. All stacks of Contempt are lost when you stop channelling.<ul><li class=\"mod\"><span class=\"standout\">Armor per Stack</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">All Resistances per Stack</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Dark Shackles","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life is now cast instead of channelled. Lasts for 3 seconds. Adds an up-front mana cost, and this cost is affected by modifiers to mana drain, except for the <span class=\"standout\">Blood Pact</span> node.<ul><li class=\"mod\"><span class=\"standout\">Drain Life Is Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Dark Shackle Duration (Seconds)</span> <span class=\"val\">+3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+60</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Death's Barrier","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You are granted ward when Drain Life kills an enemy.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain On Kill</span> <span class=\"val\">18</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Drain Life","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Channelled spell that targets up to 3 enemies around the target location, dealing necrotic damage over time and leeching 30% of that damage back as health.<ul></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Empowered Drain","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Drain Life deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Enduring Contempt","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Contempt</span> stacks last for a duration after you stop channelling Drain Life.<ul><li class=\"mod\"><span class=\"standout\">Contempt Duration (Seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Enduring Night","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Dark Shackles</span> lasts longer, but Drain Life costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Dark Shackle Duration (Seconds)</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Eternal Servitude","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">If <span class=\"standout\">Wandering Spirits</span> is active when you start channeling Drain Life it does not expire until you stop channeling.<ul><li class=\"mod\"><span class=\"standout\">Wandering Spirits does not expire while channeling</span> <span class=\"val\"></span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Grasp Of The Damned","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Dark Shackles</span> can hit up to 10 additional targets, and slows enemies hit each second, but Drain Life costs significantly more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Targets</span> <span class=\"val\">+10</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Hecatomb","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life can now target your minions. You gain 10 mana per second for each minion you are draining.<ul><li class=\"mod\"><span class=\"standout\">Can Target Minions</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Gained Per Second</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Horrify","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Drain Life has a chance to slow and fear its targets each second.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Fear Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Insatiable","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Drain Life leeches a higher percentage of damage as health, but costs more mana per second.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val negative\">+8% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Lay Waste","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life deals significantly more damage (multiplicative with other modifiers), but the health leech from its base effect and nodes on this tree is removed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"val negative\">No Base Health Leech</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Malignant Discharge","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Soul Blast</span> deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Explosion Damage</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Necrotic Explosion Area</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Necrotic Feast","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life can now only target minions. Drain Life leeches a higher percentage of damage as health.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"val negative\">Can Only Target Minions</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Ravenous","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Drain Life leeches a higher percentage of damage as health and deals more damage (multiplicative with other modifiers) to targets that are on low health.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage vs Low Health</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Shadowy Tendril","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life can drain an additional target.<ul><li class=\"mod\"><span class=\"standout\">Additional Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul Blast","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When a target is killed by Drain Life you cast Soul Blast at their location, dealing spell necrotic damage to enemies in an area around them.<ul><li class=\"mod\"><span class=\"standout\">Soul Blast On Kill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul Bond","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Drain Life has a chance to summon a <span class=\"standout\">Soul Wisp</span> when it kills an enemy, a minion that deals necrotic damage to enemies.<ul><li class=\"mod\"><span class=\"standout\">Soul Wisp Chance On Kill</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Stagger","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When Drain Life has channelled on the same target for 2 seconds, it stuns them for 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Stuns Enemies After 2 Seconds</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Stun Duration (Seconds)</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (Seconds)</span> <span class=\"val negative\">8</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Stupefy","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">The stun inflicted by <span class=\"standout\">Stagger</span> lasts longer and Drain Life deals more damage (multiplicative with other modifiers) against bosses and rare enemies.<ul><li class=\"mod\"><span class=\"standout\">Stun Duration</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage vs Bosses and Rares</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Thoughtsteal","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Drain Life costs less mana per second.<ul><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Unholy Mass","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Drain Life deals 3% more damage per stack of <span class=\"standout\">Damned</span> on enemies affected by <span class=\"standout\">Damned</span>, up to a cap (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Cap</span> <span class=\"val\">21% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Damned Stack</span> <span class=\"val\">+3%</span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Virulence","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Drain Life&#039;s base necrotic damage is converted to poison damage. Consequently this damage scales with increases to poison damage, but not increases to necrotic damage.  Swaps Drain Life&#039;s <span class=\"standout\">Necrotic</span> tag for a <span class=\"standout\">Poison</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Necrotic -> Poison Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Drain Life","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Word Of Conviction","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Damned</span> inflicted by Drain Life lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Damned Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Blood Revelry","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">When you create a <span class=\"standout\">Blood Eruption</span>, you gain a stack of <span class=\"standout\">Blood Revelry</span>, up to 5. Direct uses of Harvest or Rip Blood can consume a stack of Blood Revelry to deal more damage and gain increased area of effect.  Blood Eruptions have a significantly reduced delay before erupting.<ul><li class=\"mod\"><span class=\"standout\">Max Blood Revelry Stacks</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Harvest or Rip Blood Damage on Stack Consumed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Harvest or Rip Blood Area on Stack Consumed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Eruption Delay</span> <span class=\"val\">-70%</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Blood Waltz","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Blood Eruption spreads all bleeds on that enemy to a limited amount of other enemies within its range.<ul><li class=\"mod\"><span class=\"standout\">Maximum Spreads</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Bloodsoaked Blade","usable":["Lich"],"points":"2","effect":"<span class=\"mod\">A percentage of the melee damage on your equipped axes or daggers is also applied as spell damage for the Blood Eruption.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage On Axes Or Daggers As Spell Damage</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Chaos Rip","usable":["Lich"],"points":"2","effect":"<span class=\"mod\">Directly using Flay and hitting at least one enemy with the melee attack has a chance per 1 maximum mana to release a <span class=\"standout\">Chaos Bolt</span> towards an enemy. This effect consumes 2 mana per Chaos Bolt released.<ul><li class=\"mod\"><span class=\"standout\">Chaos Bolt Chance per 1 Maximum Mana</span> <span class=\"val\">0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed per Chaos Bolt</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Chill of the Grave","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Flay deals more hit damage (multiplicative with other modifiers) to chilled or frozen enemies.  Flay has additional freeze rate per active skeleton or bone golem.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage to Chilled or Frozen</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate per Skeleton or Golem</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Corrosive Slash","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Flay inflicts <span class=\"standout\">Exposed Flesh</span> on hit, a Curse which reduces cold resistance and armor, and increases the target&#039;s chance to be frozen.<ul><li class=\"mod\"><span class=\"standout\">Exposed Flesh on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Corrupted Blood","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Bleed chance from all sources is converted to poison chance.  This node has no effect if <span class=\"standout\">Soul Ripper</span> or <span class=\"standout\">Frostblight</span> are allocated.<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Poison</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Deadly Plot","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Flay and all skills triggered by its skill tree deal more spell damage per 100 maximum mana.  Flay has additional mana cost.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per 100 Maximum Mana</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Decree of Slaughter","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Flay deals more hit damage (multiplicative with other modifiers), doubled against low life enemies.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against Low Life</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Dismember","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Flay has a chance to inflict bleed on hit, and Flay deals more damage over time (multiplicative with other modifiers).  Flay has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-3% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Doom Whisperer","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">The Spirit Step is removed, and Flay has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"val negative\">Spirit Step Removed</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Exquisite Blood","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Flay&#039;s melee attack is removed. Flay becomes a spell that directly creates the Blood Eruption, and is now affected by cast speed instead of attack speed.  Any modifiers to Flay&#039;s attack speed in its skill tree instead apply to cast speed.<ul><li class=\"mod\"><span class=\"standout\">Casts Blood Eruption Directly</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attack Speed on Tree -> Cast Speed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Melee Attack</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Flay","usable":["Lich"],"points":"0","effect":"<span class=\"mod\">Spirit Step up to 3 meters towards an enemy if not within range, then perform a narrow rending slash. Each enemy killed by the melee attack will release a Blood Eruption, a spell dealing physical damage in an area. Enemies can be hit by both Flay and all Blood Eruptions that occur.<ul></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Frostblight","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Flay&#039;s base damage is converted to cold and it now has a chance to freeze. Consequently this damage scales with increases to cold damage, but not increases to physical damage.  Bleed chance from all sources is converted to frostbite chance.  This node has no effect if <span class=\"standout\">Soul Ripper</span> is allocated.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Frostbite Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">80</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Go For The Throat","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Flay has additional critical strike chance, and leeches a percentage of damage dealt as health.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Leeched as Health</span> <span class=\"val\">0.5% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Gravecrawler","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Flay deals more damage (multiplicative with other modifiers), and has a chance to chill on hit.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Hemorrhage","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Flay has a chance to inflict bleed on hit, and bleeds inflicted by Flay have increased duration.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Hew","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Flay deals more melee damage (multiplicative with other modifiers) and has a lower mana cost.  Flay has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-3% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Macabre Dance","usable":["Lich"],"points":"2","effect":"<span class=\"mod\">Flay deals more melee damage (multiplicative with other modifiers).  Directly using Flay and hitting at least one enemy reduces the remaining cooldown of Reaper Form by a percentage. This can occur a limited number of times per use of Reaper Form or Reap.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered</span> <span class=\"val\">6% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit per Use of Reaper Form or Reap</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Marrow Gnawer","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Flay has additional critical strike multiplier. Critically hitting at least one enemy with Flay&#039;s melee attack has a chance to release Marrow Shards towards another nearby enemy within 6 meters.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Multiplier</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance To Cast Marrow Shards</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Misfortune","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Blood Eruption has increased area of effect and deals more hit damage (multiplicative with other modifiers) for each of your curses that were on the enemy.<ul><li class=\"mod\"><span class=\"standout\">Blood Eruption Increased Area per Curse</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Eruption Hit Damage per Curse</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Occult Offerings","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Directly using Flay consumes a percentage of your current health and ward. Flay gains additional melee damage per 30 health consumed and additional spell damage per 30 ward consumed by this effect, up to a limited amount of each.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage per 30 Health Consumed</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Damage per 30 Ward Consumed</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Added Damage from Consumption</span> <span class=\"val\">+12 per point</span></li><li class=\"mod\"><span class=\"standout\">Percent of Current Health and Ward Consumed</span> <span class=\"val negative\">9%</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Open Wounds","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">When you directly use Flay and hit at least one enemy with the melee attack, your active <span class=\"standout\">Aura of Decay</span> is granted more ailment frequency (multiplicative with other modifiers) and increased radius for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Aura of Decay More Ailment Frequency</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Aura of Decay Increased Radius</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Plasma Fountain","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Every second melee attack with Flay which hits a boss or rare enemy has a chance to trigger a Blood Eruption.<ul><li class=\"mod\"><span class=\"standout\">Blood Eruption Chance Every Second Attack</span> <span class=\"val\">+34# per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Eruption Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Prince of Pain","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">If you directly use Flay and hit at least one enemy, but do not hit a boss or rare enemy, a spectral copy of Flay strikes a random nearby boss or rare enemy.<ul><li class=\"mod\"><span class=\"standout\">Spectral Flay on nearby Boss or Rare</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Scent of Death","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Enemies hit by Flay are inflicted with Marked for Death for a duration, and Flay hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Marked For Death Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul Ripper","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Flay&#039;s base damage is converted to necrotic. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage.  Bleed chance from all sources is converted to damned chance.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Necrotic Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Damned</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Spectral Nightmare","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Directly using Flay and hitting at least one enemy has a chance to trigger a spectral copy of Flay against a nearby enemy if one would not be triggered otherwise.  Spectral copies of Flay have increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Spectral Flay Chance</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Spectral Flay Increased Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Spirit Geyser","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Blood Eruption consumes mana to release a Wandering Spirit. This effect can trigger a limited number of times per 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Limit per 4 Seconds</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Spirit Leap","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Flay is now a traversal skill with a cooldown. The Spirit Step can move you from a much further distance and no longer requires a target.<ul><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Spirit Step Distance (meters)</span> <span class=\"val\">12</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Spirit Stride","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">When you directly use Flay and hit at least one enemy, you have a chance to gain Haste for 2 seconds. This chance is tripled if Flay is a traversal skill.  Flay&#039;s Spirit Step can move you from a further distance.<ul><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">12% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Spirit Step Maximum Distance</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Haste Chance Tripled if Flay is Traversal</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Thirst of Dread","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Flay has increased area of effect and additional spell damage. These effects are doubled if there is a bleeding enemy within 15 meters.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled with a Bleeding Enemy Within Distance (meters)</span> <span class=\"val\">15</span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Transference","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Hitting a boss or rare enemy with Flay&#039;s melee attack transfers your active Aura of Decay to them for up to 6 seconds.  While the aura is attached to an enemy, you can move away from it to avoid the self-inflicted ailments.<ul><li class=\"mod\"><span class=\"standout\">Aura of Decay Transferable to Boss or Rare Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flay","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Trepidation Blade","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">While using a dagger, Flay has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed With a Dagger</span> <span class=\"val\">16% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Blood Tethers","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">While in Reaper Form, you have a chance to retaliate with <span class=\"standout\">Blood Tether</span> when you are hit.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Blood Tether When Hit</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Bloodmoon Reaver","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">All of <span class=\"standout\">Reap</span>&#039;s base damage and its added melee damage from intelligence are converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage. You have additional physical penetration while in Reaper Form.  All poison related effects from this tree now affect bleed for Reap.  Reap loses its <span class=\"standout\">Necrotic</span> tag and gains a <span class=\"standout\">Physical</span> tag instead.<ul><li class=\"mod\"><span class=\"standout\">Necrotic -> Physical Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison -> Bleed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration In Form</span> <span class=\"val\">+10%</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Dark Harvest","usable":["Lich"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Reap Kill Threshold</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Death's Door","usable":["Lich"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> deal more damage for each percent of health you are missing (multiplicative with other modifiers). You deal increased damage at low health while in Reaper Form.<ul><li class=\"mod\"><span class=\"standout\">Reap Damage Per Missing Health Percent</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Damage At Low Health</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Deathtouch Scythe","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While in Reaper Form, you deal additional necrotic damage. This bonus is doubled for <span class=\"standout\">Reap</span>.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Elixir of Death","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">While in Reaper Form, potions grant twice as much health as normal.<ul><li class=\"mod\"><span class=\"standout\">Double Potion Health Gain</span> <span class=\"val\"></span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Executioner","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">While in Reaper Form, your critical strikes deal more damage. This bonus is doubled for <span class=\"standout\">Reap</span>.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"From the Grave","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">Entering Reaper Form summons <span class=\"standout\">Skeletons</span>, unless you are already at your maximum number of Skeletons.<ul><li class=\"mod\"><span class=\"standout\">Skeletons Summoned</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Ghastly Flow","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">You move faster for 4 seconds after using <span class=\"standout\">Reap</span> while below half health.<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Gravechill","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">All of <span class=\"standout\">Reap</span>&#039;s base damage and its added melee damage from intelligence are converted to cold. Consequently this damage scales with increases to cold damage, but not increases to necrotic damage.  Poison chance from all sources is converted to <span class=\"standout\">Frostbite</span> for Reap, and Reap gains a freeze rate equal to four times your intelligence.  Reap loses its <span class=\"standout\">Necrotic</span> and <span class=\"standout\">Poison</span> tags and gains a <span class=\"standout\">Cold</span> tag instead.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reap Base Damage -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reap Necrotic Damage per Intelligence -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reap Freeze Rate per Intelligence</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Harbinger of Blood","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While in Reaper Form you have increased healing effectiveness and leech more of the damage you deal. You gain additional health on hit with <span class=\"standout\">Reap</span>.<ul><li class=\"mod\"><span class=\"standout\">Increased Health Leech</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Healing Effectiveness</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Reap Health Gained</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Haunting","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">While in Reaper Form, you have a chance apply <span class=\"standout\">Mark For Death</span> to enemies on hit. This chance is doubled for <span class=\"standout\">Reap</span>.<ul><li class=\"mod\"><span class=\"standout\">Marked For Death Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Herald of Rot","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">Entering Reaper Form poisons all nearby enemies. While in Reaper Form, you have a chance to poison enemies that you hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Stacks To Nearby Enemies On Transform</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Global Poison Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Mercy in Undeath","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Hitting minions with <span class=\"standout\">Reap</span> heals them for the same amount that Reap would heal you if an enemy was hit.<ul><li class=\"mod\"><span class=\"standout\">Reap Heals Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Mistress of Decay","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While in Reaper Form, your health decays more slowly and you deal increased damage over time.<ul><li class=\"mod\"><span class=\"standout\">Health Drain</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Damage Over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Pestilence","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">Reap poisons enemies. It also gains the <span class=\"standout\">Poison</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Phantom Restoration","usable":["Lich"],"points":"5","effect":"<span class=\"mod\">While in Reaper Form, you have more ward retention. <span class=\"standout\">Reap</span> grants ward on hit.<ul><li class=\"mod\"><span class=\"standout\">Ward Retention</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Reap Ward Gained</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Protective Spirit","usable":["Lich"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Reaper’s Blessing</span> also grants ward when you transform back to your human form.<ul><li class=\"mod\"><span class=\"standout\">Reaper's Blessing For Human Form</span> <span class=\"val\"></span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Rapid Destruction","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">You have increased attack, cast speed and movement speed while in Reaper Form.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Ravenous Doom","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">While in Reaper Form you gain health from kills. This bonus is doubled for kills using <span class=\"standout\">Reap</span>.<ul><li class=\"mod\"><span class=\"standout\">Health Gained On Kill</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Reaper Form","usable":["Lich"],"points":"0","effect":"<span class=\"mod\">Take on the mantle of death itself and transform into a Reaper, temporarily gaining the Reap ability.   While in Reaper Form, your health regen does not apply and your health decays over time. When your health reaches 0 instead of dying you transform back to human form and are healed to full health.<ul></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Reaper's Ascendance","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">Gain a stack of <span class=\"standout\">Reaper’s Ascendance</span> every 5 seconds you spend in Reaper Form, which grants you increased spell damage. You can have up to 25 stacks of Reaper’s Ascendance at a time.<ul><li class=\"mod\"><span class=\"standout\">Gain Reaper's Ascendance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Spell Damage Per Stack</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Reaper's Blessing","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">You gain ward when entering Reaper Form.<ul><li class=\"mod\"><span class=\"standout\">Ward On Transform</span> <span class=\"val\">40 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Reaper's Curse","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While in Reaper Form, you deal increased damage and have increased critical strike chance, but lose health when you kill an enemy.<ul><li class=\"mod\"><span class=\"standout\">Increased Damage</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Lost On Kill</span> <span class=\"val negative\">0.5% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Reaper's Supremacy","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">You gain stacks of Reaper’s Ascendence more frequently.<ul><li class=\"mod\"><span class=\"standout\">Reaper's Ascendance Frequency</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Sanguine Reaper","usable":["Lich"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> deals damage in a larger area and you leech a portion of the damage its hits deal as health.<ul><li class=\"mod\"><span class=\"standout\">Reap Health Leech</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Reap Area</span> <span class=\"val\">+18% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul for a Soul","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While in Reaper Form, you deal increased damage but have reduced healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Increased Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Healing Effectiveness</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul Release","usable":["Lich"],"points":"3","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Hungering Souls</span> whenever you kill an enemy with <span class=\"standout\">Reap</span>.<ul><li class=\"mod\"><span class=\"standout\">Hungering Souls Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Soul Shroud","usable":["Lich"],"points":"4","effect":"<span class=\"mod\">While in Reaper Form, you gain additional armor proportional to your intelligence.<ul><li class=\"mod\"><span class=\"standout\">Armor Per Point Of Intelligence</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Sweeping Scythes","usable":["Lich"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> moves you further.<ul><li class=\"mod\"><span class=\"standout\">Reap Range</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Swift Harbinger","usable":["Lich"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> has increased cooldown recovery speed.<ul><li class=\"mod\"><span class=\"standout\">Reap Cooldown Recovery Speed</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Unholy Dominion","usable":["Lich"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> has a much longer cooldown, but no longer shares a cooldown with other traversal skills.<ul><li class=\"mod\"><span class=\"standout\">Reap No Shared Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reap Cooldown Duration</span> <span class=\"val negative\">+200%</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Venomous Coating","usable":["Lich"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Reap</span> has a chance to poison enemies, and poisons you inflict while in Reaper Form last longer.<ul><li class=\"mod\"><span class=\"standout\">Reap Poison Chance</span> <span class=\"val\">+35% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Reaper Form","skill-group":"Lich","class":"Acolyte","mastery":"Lich","name":"Vile Shroud","usable":["Lich"],"points":"1","effect":"<span class=\"mod\">While in Reaper Form, you gain additional necrotic and poison resistance per point of intelligence.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Resistance Per Point Of Intelligence</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance Per Point Of Intelligence</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Age of Undeath","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination can no longer absorb <span class=\"standout\">Summoned Skeletons</span>.  Minions within 12 meters of your abomination gain increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed Aura for Minions</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"val negative\">Can't Absorb Summoned Skeletons</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Assemble Abomination","usable":["Necromancer"],"points":"0","effect":"<span class=\"mod\">Hold ability key to channel to absorb your Wraiths, Summoned Skeletons, Skeletal Mages, Golems, and Volatile Zombies in an area. When you release, summon a single hulking abomination with added health and more damage per minion absorbed.  The abomination remembers the minions absorbed to create it and will rapidly devour those minions to restore 10% of its maximum health.<ul></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Bloated Corpse","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">If a <span class=\"standout\">Volatile Zombie</span> is absorbed, your abomination gains an explosive <span class=\"standout\">Tail Slam</span> ability.<ul><li class=\"mod\"><span class=\"standout\">Explosive Slam Attack Gained On Zombie Absorbed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Cadaverous Carapace","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination gains more max health (multiplicative with other modifiers) for 8 seconds each time it devours a minion, up to a limited number of times per 8 seconds.<ul><li class=\"mod\"><span class=\"standout\">Max Health Gained</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Limit per 8 Seconds</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Consume","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Your abomination&#039;s hits leech a portion of the damage they deal as health.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Contaminated Dreams","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination has increased cooldown recovery speed for its abilities, but takes damage equal to a percentage of its maximum health each time it uses an ability with a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Health Loss on Ability Use</span> <span class=\"val negative\">5%</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Corrupt Palate","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">If a <span class=\"standout\">Skeletal Mage</span> is absorbed, your abomination can cast <span class=\"standout\">Devouring Souls</span>, a spell that releases multiple necrotic projectiles.<ul><li class=\"mod\"><span class=\"standout\">Devouring Souls Gained On Mage Absorbed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Cruel Monstrosity","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Your abomination has additional critical strike chance.  For each <span class=\"standout\">Skeleton Rogue</span> absorbed, your abomination has increased movement speed.  Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Movement Speed per Rogue Absorbed</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dead Eye","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">If a <span class=\"standout\">Skeletal Archer</span> is absorbed, your abomination casts <span class=\"standout\">Eternal Arrow</span> every 4 seconds, a bow ability that deals physical damage and has 100% chance to Recurve.  Your abomination gains additional bow damage per point of your Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Eternal Arrow Gained On Skeletal Archer Absorbed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bow Damage per Intelligence</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Death in the Family","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">If the abomination was made by absorbing at least 1 of every type of minion mentioned by <span class=\"standout\">Engorgement</span>, it gains more damage (multiplicative with other modifiers), increased attack speed, and increased and movement speed.<ul><li class=\"mod\"><span class=\"standout\">Damage With All Types Absorbed</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed With All Types Absorbed</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Movement Speed With All Types Absorbed</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Destruction Engine","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">When your abomination would devour a minion, it will instead be <span class=\"standout\">Sacrificed</span>, consuming a percentage of Sacrifice&#039;s mana cost. This Sacrifice is cast by you and uses your Sacrifice tree.<ul><li class=\"mod\"><span class=\"standout\">Sacrifice Instead of Devour</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Sacrifice Percent Mana Cost Consumed</span> <span class=\"val negative\">120%</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Domination","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Your abomination deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Engorgement","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\">Your abomination has more health and deals more damage (both multiplicative with other modifiers) for each type of minion absorbed to create it among <span class=\"standout\">Summoned Skeleton</span><span class=\"standout\">Skeletal Mage</span><span class=\"standout\">Wraith</span>, and <span class=\"standout\">Bone Golem</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage per Minion Type Absorbed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Health per Minion Type Absorbed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Flesh and Blood","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\">Your abomination&#039;s melee hits deal more damage (multiplicative with other modifiers), but can no longer absorb <span class=\"standout\">Skeletal Mages</span>.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Absorb Mages</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Fractured End","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Your abomination reflects a percentage of damage to attackers, and disassembles into a number of <span class=\"standout\">Skeletal Vanguards</span> on death.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Skeletal Vanguards on Death</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Frightful Feast","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Devouring Souls</span> has a reduced cooldown.  Devouring Souls deals more damage (multiplicative with other modifiers) for each <span class=\"standout\">Skeletal Mage</span> absorbed.  Devouring Souls releases an additional soul for each Skeletal Mage absorbed.<ul><li class=\"mod\"><span class=\"standout\">Devouring Souls Cooldown Reduction</span> <span class=\"val\">0.5 per point</span></li><li class=\"mod\"><span class=\"standout\">Devouring Souls Damage per Absorbed Mage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Additional Souls per Absorbed Mage</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Horrific Volley","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Eternal Arrow</span> has a reduced cooldown.  For each <span class=\"standout\">Skeleton Archer</span> absorbed, Eternal Arrow has additional Recurve chance.  Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.<ul><li class=\"mod\"><span class=\"standout\">Eternal Arrow Cooldown Reduction (seconds)</span> <span class=\"val\">0.25 per point</span></li><li class=\"mod\"><span class=\"standout\">Eternal Arrow Recurve Chance per Absorbed Archer</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Meat Grinder","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination gains increased attack speed when it kills an enemy. This effect can occur a limited number of times per 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed on Kill</span> <span class=\"val\">5%</span></li><li class=\"mod\"><span class=\"standout\">Limit per 5 Seconds</span> <span class=\"val\">20</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Necrosage","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Your abomination has increased cooldown recovery speed for its abilities, and deals more damage (multiplicative with other modifiers) with abilities that have cooldowns.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage with Cooldown Abilities</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Noxious Stench","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination casts <span class=\"standout\">Aura of Rot</span>, poisoning itself and nearby enemies every second.  For each <span class=\"standout\">Skeleton Rogue</span> absorbed, your abomination gains additional chance to inflict poison on hit.  Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.<ul><li class=\"mod\"><span class=\"standout\">Casts Aura of Rot</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Chance per Absorbed Rogue</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Picky Eater","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination will not devour <span class=\"standout\">Volatile Zombies</span>, even if they were absorbed to create it.<ul><li class=\"mod\"><span class=\"standout\">Does Not Devour Volatile Zombies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Reap The Damned","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">If a <span class=\"standout\">Wraith</span> is absorbed, its melee attack is replaced with <span class=\"standout\">Soul Reave</span>, which deals melee necrotic damage.  Soul Reave has 200% damage effectiveness compared to the basic melee attack&#039;s 150%, and Soul Reave has 15% more radius compared to the basic melee attack.<ul><li class=\"mod\"><span class=\"standout\">Soul Reave Gained On Wraith Absorbed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Repugnant Mass","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Your abomination has more health (multiplicative with other modifiers) and generates more threat, which increases the likelihood of enemies targeting it.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Threat Generated</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Sharpened Bones","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">For each <span class=\"standout\">Skeleton Warrior</span> absorbed, your abomination deals more melee damage and has more health (both multiplicative with other modifiers).  For each <span class=\"standout\">Skeleton Rogue</span> absorbed, your abomination has increased attack speed.  For each <span class=\"standout\">Skeleton Archer</span> absorbed, your abomination has increased area of effect.  Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage and Health per Skeleton Warrior</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed per Skeleton Rogue</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Area per Skeleton Archer</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Shattered Limbs","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Your abomination has increased critical strike chance, but can no longer regenerate health or absorb <span class=\"standout\">Bone Golems</span>.<ul><li class=\"mod\"><span class=\"standout\">Increased Critical Strike Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Health Regen</span> <span class=\"val negative\">-100%</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Absorb Bone Golems</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Shattered Simulacrum","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">If a <span class=\"standout\">Bone Golem</span> is absorbed, your abomination uses <span class=\"standout\">Stomp</span>, a melee attack that deals physical damage and has a high chance to stun enemies in a large area.<ul><li class=\"mod\"><span class=\"standout\">Stomp Gained On Golem Absorbed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Spoils of War","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">If a <span class=\"standout\">Skeleton Warrior</span> or <span class=\"standout\">Skeleton Rogue</span> is absorbed, your abomination is granted the ability to <span class=\"standout\">Double Strike</span> with a 6 second cooldown, dealing significant melee damage.  Double Strike deals more damage (multiplicative with other modifiers) per Skeleton Warrior or Rogue consumed.  Effects such as this which apply per skeleton absorbed can only consider up to 20 skeletons in total.<ul><li class=\"mod\"><span class=\"standout\">Double Strike Gained on Warrior or Rogue Absorbed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Double Strike Damage per Warrior or Rogue Absorbed</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Stitched Flesh","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Your abomination has more health (multiplicative with other modifiers) and restores a larger percentage of its maximum health when devouring other minions.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent Max Health Restored on Devour</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Terrible Might","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Your abomination deals more damage (multiplicative with other modifiers), but has reduced attack speed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-2% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Tower of Bones","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Stomp</span> has a reduced cooldown.  For each <span class=\"standout\">Bone Golem</span> absorbed, Stomp deals more damage (multiplicative with other modifiers) and has increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Stomp Cooldown Reduction</span> <span class=\"val\">0.5 per point</span></li><li class=\"mod\"><span class=\"standout\">Stomp Damage per Absorbed Golem</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Stomp Area per Absorbed Golem</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Assemble Abomination","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Unholy Reach","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\">Your abomination&#039;s melee attacks deal damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"All For One","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade grants the targeted minion significantly more damage (multiplicative with other modifiers), but Dread Shade no longer buffs other minions.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">No Aura Buffs</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Bane of Death","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Dread Shade applies <span class=\"standout\">Mark for Death</span> to nearby enemies and minions when it expires.  Mark for Death is a curse that reduces all resistances by 25%. It cannot stack.<ul><li class=\"mod\"><span class=\"standout\">Mark For Death Duration (seconds)</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Beyond Death","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">When a minion targeted by a Dread Shade dies, you have a chance to summon a single <span class=\"standout\">Volatile Zombie</span> from its corpse.<ul><li class=\"mod\"><span class=\"standout\">Volatile Zombie Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Blind Fury","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now increases the attack and cast speed of the targeted minion, but they have less critical strike chance (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Increased Attack Speed</span> <span class=\"val\">40%</span></li><li class=\"mod\"><span class=\"standout\">Increased Cast Speed</span> <span class=\"val\">40%</span></li><li class=\"mod\"><span class=\"standout\">Critical Strike Chance</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Congregation of Shades","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">You can control one additional Dread Shade or Infernal Shade at once.<ul><li class=\"mod\"><span class=\"standout\">Maximum Shades</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dark Binding","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Doom Brand</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Doom Brand Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Deadlock","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now roots the targeted minion and causes it to taunt enemies around it.<ul><li class=\"mod\"><span class=\"standout\">Taunt Duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"val negative\">Minion Rooted</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Doom Brand","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now drains the health of other minions, and marks them with <span class=\"standout\">Doom Brand</span>. When they die, the brand explodes dealing necrotic spell damage to surrounding enemies.<ul><li class=\"mod\"><span class=\"standout\">Doom Brand On Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dread Plague","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade applies <span class=\"standout\">Spirit Plague</span> to a nearby enemy whenever it expires.<ul><li class=\"mod\"><span class=\"standout\">Spirit Plague On Expiration</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dread Shade","usable":["Necromancer"],"points":"0","effect":"<span class=\"mod\">Your minion&#039;s health is drained for 3% of its max health per second for each second the shade has been active, but it and your minions around it deal +10 necrotic damage with spells and attacks and have 50% increased necrotic damage.<ul></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Duskheart","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Minions affected by Dread Shade have a chance to inflict <span class=\"standout\">Damned</span> to enemies they hit.<ul><li class=\"mod\"><span class=\"standout\">Damned Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dying Coven","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Dread Shade grants affected minions increased attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Increased Attack Speed</span> <span class=\"val\">8% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Cast Speed</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dying Light","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Dread Shade now inflicts <span class=\"standout\">Damned</span> each second to all enemies and friendly minions in its area.<ul><li class=\"mod\"><span class=\"standout\">Damned Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Egoism","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\">The minion targeted by Dread Shade has additional critical strike chance and critical strike multiplier, but also has additional chance to be critically hit.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to be Crit</span> <span class=\"val negative\">+5% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Enemy of My Enemies","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now attaches to enemies instead, still buffing your minions, but Dread Shade now has a duration, and this duration cannot be increased.  This does not buff or drain the health of enemies.<ul><li class=\"mod\"><span class=\"standout\">Attach To Enemy</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Final Grasp","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">When any of your minions targeted by Dread Shade dies, it casts <span class=\"standout\">Sacrifice</span> on additional minions, with each cast consuming mana equal to Sacrifice&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Sacrifice Casts</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Sacrifice Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Flesh Harvest","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Dread Shade grants increased effect of all its buffs for each 3% of missing health on the targeted minion.<ul><li class=\"mod\"><span class=\"standout\">Increased Buff Effect Per 3% Missing Health</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Frenzied Phantom","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\">Dread Shade now grants frenzy to affected minions for a fixed duration after being cast.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Grim Fate","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Dread Shade affects minions in a larger area and grants more damage (multiplicative with other modifiers), but the targeted minion&#039;s health decays more quickly.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Health Decay</span> <span class=\"val negative\">25% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Infernal Dread","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Casting Dread Shade refreshes the duration of your <span class=\"standout\">Infernal Shades.</span> Each Infernal Shade can only be refreshed a maximum number of times.<ul><li class=\"mod\"><span class=\"standout\">Refresh Infernal Shade Duration On Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Refreshes</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Lingering Doom","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Dread Shade drains your minions&#039; health more slowly and all affected minions deal additional necrotic damage with spells and attacks.<ul><li class=\"mod\"><span class=\"standout\">Reduced Health Decay</span> <span class=\"val\">8% per point</span></li><li class=\"mod\"><span class=\"standout\">Necrotic Damage</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Lone Watcher","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade no longer drains the health of the minion it is attached to, but you are limited to one active Dread Shade. Increases to health drain from this tree instead increase damage taken by the minion.<ul><li class=\"mod\"><span class=\"standout\">No Longer Drains Health</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Dread Shades</span> <span class=\"val negative\">1</span></li><li class=\"mod\"><span class=\"val negative\">Health Drain Increases -> increased Damage Taken</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Martyrdom","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now grants minions armor based on your vitality, but Dread Shade decays your minions faster.<ul><li class=\"mod\"><span class=\"standout\">Armour Per Vitality</span> <span class=\"val\">30</span></li><li class=\"mod\"><span class=\"standout\">Increased Health Decay</span> <span class=\"val negative\">10%</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Pernicious Pact","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade no longer decays your minions&#039; health, but instead inflicts a stack of <span class=\"standout\">Everlasting Poison</span> each second.<ul><li class=\"mod\"><span class=\"standout\">No Health Decay</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Everlasting Poison Applied Each Second</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Scorching Brand","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now grants the targeted minion <span class=\"standout\">Haste</span> while it persists, but it also applies a stack of ignite to the targeted minion each second.<ul><li class=\"mod\"><span class=\"standout\">Grants Haste</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Ignites Minion Each Second</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Spectral Distance","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade has increased area of effect per active minion when cast, up to a maximum benefit.<ul><li class=\"mod\"><span class=\"standout\">Area per Minion</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Area Increase</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Spectral Presence","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Dread Shade affects minions in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Symbiotic Apparition","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">You are affected by the beneficial buffs of Dread Shade&#039;s aura.<ul><li class=\"mod\"><span class=\"standout\">You Are Affected By Aura</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Vile Ghast","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Dread Shade now increases poison damage instead of necrotic damage, and converts added necrotic damage from the base skill and this tree to chance to poison on hit.<ul><li class=\"mod\"><span class=\"standout\">Increased Necrotic Damage -> Poison Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Chance per 1 Added Necrotic Damage</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Wasting Essence","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Dread Shade grants affected minions more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over TIme</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Dread Shade","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Wisdom of the Dead","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Dread Shade costs less mana and has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+13% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Altar of Flames","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Sacrifice deals additional fire damage.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Avatar of Decay","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You deal increased damage over time if you have cast Sacrifice recently (past 4 seconds). You cannot have multiple instances of this buff at once.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Damage Over Time</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Blood Spectre","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you sacrifice a minion you have a chance to assemble a <span class=\"standout\">Blood Spectre</span> from the remains. 15 mana is consumed when you summon a Blood Spectre.   You cannot summon a Blood Spectre by sacrificing a Blood Spectre or when your mana is negative and below -100.<ul><li class=\"mod\"><span class=\"standout\">Blood Spectre Chance</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Mana Cost</span> <span class=\"val\">15</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Blood Weaver","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Blood Spectres</span> have a chance to cause enemies to bleed. Blood Spectres consume less mana when summoned.<ul><li class=\"mod\"><span class=\"standout\">Blood Spectre Bleed Chance</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Bone Missiles","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Bone Nova</span> has increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Bone Nova","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Sacrificing a minion creates a <span class=\"standout\">Bone Nova</span> around it, but Sacrifice costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Bone Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20%</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Burning Offering","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Sacrifice has a chance to ignite enemies and ignite it inflicts has additional fire penetration.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Catalyst of Horror","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Sacrifice is recast onto other minions within its area of effect, which can happen multiple times. Sacrifice costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Sacrifice Chain Targets</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+25%</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Crimson Horror","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Sacrificing a minion always creates a <span class=\"standout\">Blood Spectre</span>.  Blood Spectres summoned by Sacrifice have significantly more maximum health and damage (both multiplicative with other modifiers), and are larger, but consume more mana when summoned.<ul><li class=\"mod\"><span class=\"standout\">Blood Spectre Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Health</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Size</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Mana Consumed</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Flickering Shadows","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">If you cast Sacrifice while you control at least one minion all your active <span class=\"standout\">Infernal Shades</span> have their remaining duration reduced to 2 seconds, but deal significantly more damage for their remaining duration.<ul><li class=\"mod\"><span class=\"standout\">Infernal Shade Damage Modifier</span> <span class=\"val\">+250%</span></li><li class=\"mod\"><span class=\"standout\">Infernal Shade Remaining Duration (Seconds)</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"From Blood","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Blood Spectres</span> summoned by Sacrifice have more maximum health and deal more damage (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Blood Spectre Health</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Great Sacrifice","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Sacrifice deals significantly more damage (multiplicative with other modifiers) if the sacrificed minion has more current health than you.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Hemophage","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blood Spectres</span> leech a portion of the damage they deal as health. Sacrifice has a greater chance to summon a Blood Spectre.<ul><li class=\"mod\"><span class=\"standout\">Blood Spectre Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Blood Spectre Health Leech</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Impaling","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Bone Nova</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bone Nova Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Infernal Vindication","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Sacrifice costs less mana and if you cast Sacrifice while you control at least one minion you gain a buff that grants you more damage over time (multiplicative with other modifiers). This buff does not stack.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+13% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Increased Damage Over Time</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">6 per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Ivory Ballista","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Bone Nova</span> has a chance to slow enemies hit.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Lacerating Bones","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Bone Nova</span> hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bone Nova Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Last Sacrifice","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Sacrifice deals significantly more damage (multiplicative with other modifiers) if the minion you sacrifice is your only active minion.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Necrotic Audience","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Sacrifice deals more damage (multiplicative with other modifiers) in a larger area if you have three or more minions active when you cast Sacrifice.<ul><li class=\"mod\"><span class=\"standout\">Damage with 3+ Minions</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Area with 3+ Minions</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Pontifex","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Sacrifice deals more damage for each minion you currently control (multiplicative with other modifiers), up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Minion</span> <span class=\"val\">+1.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage From Minion Count</span> <span class=\"val\">90%</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Punishment","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Sacrifice deals more hit damage against bleeding enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Bleeding</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Sacrifice","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Rips apart an allied minion, dealing physical damage to enemies around it.<ul></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Sanguine Libation","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Sacrifice is recast onto other minions within its area of effect up to one additional time. It also has additional Bleed Chance.<ul><li class=\"mod\"><span class=\"standout\">Sacrifice Chain Targets</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+13% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Soul Shatter","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Sacrifice deals more damage (multiplicative with other modifiers), but Sacrifice costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5% per point</span></li></ul>"},{"skill":"Sacrifice","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Temple of Awe","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Sacrifice deals damage in a larger area and has an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Archmage","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You can only summon one Skeletal Mage, an Archmage, that has significantly more maximum health and damage (both multiplicative with other modifiers), fires twice the number of extra projectiles, and is larger.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+130%</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+130%</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Double Extra Projectiles</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Arch Mages</span> <span class=\"val negative\">1</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Argonautic Speed","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mages attack and cast faster (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Battle Hardened","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Skeletal Mages are able to use their abilities more frequently.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Area for Necrotic Mortar</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Celer Mortis","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Improves Skeletal Mages&#039; base critical strike chance and they move faster.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Cryomancers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Adds <span class=\"standout\">Cryomancers</span> to the pool of Skeletal Mages that can be summoned. Cryomancers deal cold damage and cast <span class=\"standout\">Ice Shard</span>.  Poison chance from all sources is converted to chill chance for Cryomancers.<ul><li class=\"mod\"><span class=\"standout\">Adds Cryomancers</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Chance -> Chill Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Death Blossom","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Death Knights cast <span class=\"standout\">Hungering Souls</span>, using your Hungering Souls tree. Hungering Souls has a 6 second cooldown when cast by Death Knights.<ul><li class=\"mod\"><span class=\"standout\">Death Knights Cast Hungering Souls</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Death Knights","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Adds Death Knights to the summon pool of Skeletal Mages, which uses melee necrotic attacks, and removes all other types of Skeletal Mages from the pool.<ul><li class=\"mod\"><span class=\"standout\">Adds Death Knights</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Removes Other Skeletal Mage Types</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Death's Cavalry","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">When you teleport using Summon Skeletal Mage some of your other minions are teleported with you.<ul><li class=\"mod\"><span class=\"standout\">Minions Teleported</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Flame Rot","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Ignites and poisons inflicted by Skeletal Mages last longer and have additional Penetration.<ul><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Penetration with Poison</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Flaming Attacks","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Death Knight melee hits deal additional fire damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Forbidden Arcana","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mages deal more damage based on your maximum mana.<ul><li class=\"mod\"><span class=\"standout\">More Damage per 25 max mana</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Frost Lich","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Removes regular Skeletal Mages and Pyromancers from the pool of Skeletal Mages that can be summoned, and your Skeletal Mages deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"val negative\">Removes Mages</span></li><li class=\"mod\"><span class=\"val negative\">Removes Pyromancers</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Frozen Tomb","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mages have an increased chance to stun enemies and an increased freeze rate.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Stun Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Grave Passage","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">When you directly cast Summon Skeletal Mage you are teleported to the target location. Summon Skeletal Mage now has a cooldown and counts as <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Teleport On Summon</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">4.5</span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Gravetide","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mages deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Grey Merchant","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Skeletal Mages&#039; critical strikes deal more damage, and when they critically strike they are healed for a percentage of their maximum health.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Health Gained On Crit</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Inferno","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Your Skeletal Mages have more health (multiplicative with other modifiers) and increased attack and cast speed, but regular Skeletal Mages are removed from the summon pool of Skeletal Mages.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"val negative\">Removes Mages</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Leech Life","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Skeletal Mages leech a portion of the damage they deal as health and have more maximum health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Macabre Waltz","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeletal Mages can cast <span class=\"standout\">Profane Oblation</span> on your melee Wraiths and Blood Spectres, sacrificing them to deal necrotic damage to surrounding enemies.<ul><li class=\"mod\"><span class=\"standout\">Sacrifices Melee Wraiths</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Sacrifices Blood Spectres</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Order of Death","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You can summon more Skeletal Mages.<ul><li class=\"mod\"><span class=\"standout\">Maximum Number Of Skeleton Mages</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Ossein Frenzy","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Skeletal Mages have a chance to gain <span class=\"standout\">Frenzy</span> for 3 seconds when they hit an enemy.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Putrid Essence","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mage hits have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Pyromancers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Adds Pyromancers to the summon pool of Skeletal Mages that can be summoned. Pyromancers deal fire damage and cast <span class=\"standout\">Fireball</span>.   Poison chance from all sources is converted to ignite chance for Pyromancers.<ul><li class=\"mod\"><span class=\"standout\">Adds Pyromancers</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Chance -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Shadow Wardens","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mages&#039; gain ward over time and have a chance to avoid critical strikes.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Second</span> <span class=\"val\">15 per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Strike Avoidance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Splintered Dominion","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Skeletal Mages have a chance to fire 2 additional projectiles.   Skeletal Mages have an increased area of effect with melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Area Of Effect</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Summon Skeletal Mage","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Summons a Skeletal Mage to assist you. You are limited to 2 Skeletal Mages at a time. Skeletal Mages cast Dread Bolt, which has 150% added damage effectiveness and has a 50% chance to apply Damned on hit.<ul></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Undead Mortars","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeletal Mages cast <span class=\"standout\">Necrotic Mortar</span>, a ranged necrotic spell with a large area of effect. Necrotic Mortar has a 6 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Mages Cast Necrotic Mortar</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Skeletal Mage","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Underlings","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Skeletal Mages can cast <span class=\"standout\">Profane Oblation</span> on your Skeleton Warriors, Skeleton Rogues, and Skeleton Vanguards, sacrificing them to deal necrotic damage to surrounding enemies.<ul><li class=\"mod\"><span class=\"standout\">Sacrifices Skeleton Warriors</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Sacrifices Skeleton Rogues</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Sacrifices Skeleton Vanguards</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Army of Wraiths","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Summon Wraith summons additional <span class=\"standout\">Wraiths</span> per cast, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Wraiths Summoned</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+25% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Covenant of Souls","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\">You can control more <span class=\"standout\">Wraiths</span> at once.<ul><li class=\"mod\"><span class=\"standout\">Maximum Wraiths</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dark Scythe","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have more melee attack speed (multiplicative with other modifers).<ul><li class=\"mod\"><span class=\"standout\">More Melee Attack Speed</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dawn of the Fall","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have additional critical strike chance and leech a portion of the damage they deal with crits as health<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Crit Damage Leeched as Health</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Delay the End","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span>&#039; health decays more slowly.<ul><li class=\"mod\"><span class=\"standout\">Health Decay</span> <span class=\"val\">-13% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Dusk of the Living","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths'</span> critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Echoes Inside","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Summon Wraith summons additional <span class=\"standout\">Wraiths</span> with each cast, but Summon Wraith also costs more mana and now has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Wraiths Summoned</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+6</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+200%</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Fallen Reclamation","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> move faster.<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Flame Wraith","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\">You have a chance to instead summon a <span class=\"standout\">Flame Wraith</span>, which casts fireballs. Additionally all <span class=\"standout\">Wraiths</span> deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Flame Wraith Chance</span> <span class=\"val\">+11% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Grave Reality","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have more maximum health (multiplicative with other modifiers), but Summon Wraith costs more mana and has reduced cast speed.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Summoning Mana Cost</span> <span class=\"val negative\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Summoning Cast Speed</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Haunting","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have more maximum health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Locus Of Death","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> deal more damage (multiplicative with other modifiers) and have increased melee attack speed, but are unable to move.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+45%</span></li><li class=\"mod\"><span class=\"standout\">Melee Attack Speed</span> <span class=\"val\">+45%</span></li><li class=\"mod\"><span class=\"val negative\">Wraiths Cannot Move</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Locus Of Resurrection","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> appear at the target location, but Summon Wraith costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Wraiths Summoned At Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20%</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Necrotic Hunger","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> deal more necrotic damage (multiplicative with other modifiers), and leech a portion of the necrotic damage they deal as health.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Necrotic Health Leech</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Noxious Blades","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span>&#039; have additional posion penetration and their melee attacks have a chance to poison enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Poison Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"One Foot in the Grave","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Gain ward for each <span class=\"standout\">Wraith</span> summoned, but their health decays more quickly.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">+8 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Decay</span> <span class=\"val negative\">+8% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Putrid Wraith","usable":["Necromancer"],"points":"2","effect":"<span class=\"mod\">You have a chance to instead summon a <span class=\"standout\">Putrid Wraith</span>, which Poisons enemies from a distance. Additionally all <span class=\"standout\">Wraiths</span> deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Putrid Wraith Chance</span> <span class=\"val\">+11% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Reapers","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> deal additional necrotic damage with attacks and spells.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Sanguine Spirits","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Bleed inflicted by <span class=\"standout\">Wraiths</span> has increased effect and duration.<ul><li class=\"mod\"><span class=\"standout\">Bleed Effect</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Sequel of Avarice","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> are larger, deal more damage (multiplicative with other modifiers), and hit a larger area with their melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+60% per point</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Serrated Scythes","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have a chance to cause enemies to bleed on hit.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Spectral Ambush","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\">Removes the delay between each <span class=\"standout\">Wraith</span> being summoned, but fewer Wraiths are summoned per cast (rounded up).<ul><li class=\"mod\"><span class=\"standout\">No Delay Between Wraiths</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Wraiths Summoned</span> <span class=\"val negative\">-34%</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Spectre of Death","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have a chance to apply <span class=\"standout\">Damned</span> to nearby enemies on death.<ul><li class=\"mod\"><span class=\"standout\">Damned Chance on Death</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Spirit Link","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths</span> have improved base critical strike chance, and when you cast Summon Wraith you gain increased critical strike chance equal to its mana cost for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Chance</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost -> Global Crit Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Stygian River","usable":["Necromancer"],"points":"5","effect":"<span class=\"mod\">Summon Wraith has a shorter cooldown, and there is a shorter delay between each <span class=\"standout\">Wraith</span> being summoned.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Wraith Interval</span> <span class=\"val\">-7% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Summon Wraith","usable":["Necromancer"],"points":"0","effect":"<span class=\"mod\">Summons a wraith that rapidly fades from this world, but will seek and attack your foes while it remains.<ul></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Twin Spirits","usable":["Necromancer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Wraiths'</span> health no longer decays, but you are limited to only 2 wraiths.<ul><li class=\"mod\"><span class=\"standout\">Wraiths do not Decay</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Wraiths</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Wraith Bringer","usable":["Necromancer"],"points":"4","effect":"<span class=\"mod\">Summon Wraith has increased cast speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Summoning Cast Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Summoning Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Wraith","skill-group":"Necromancer","class":"Acolyte","mastery":"Necromancer","name":"Wraith Feast","usable":["Necromancer"],"points":"3","effect":"<span class=\"mod\">Your critical strikes restore health to your <span class=\"standout\">Wraiths</span>.<ul><li class=\"mod\"><span class=\"standout\">Health Restored when You Crit</span> <span class=\"val\">20 per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"A Grave for Two","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts deals more damage over time (multiplicative with other modifiers) equal to a portion of your missing health.<ul><li class=\"mod\"><span class=\"standout\">DoT per 20 Missing Health</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Abrupt Chaos","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Chaos Bolts has increased cast speed, and its projectiles travel faster.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Another Affliction","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; hits against <span class=\"standout\">Cursed</span> enemies casts <span class=\"standout\">Bone Curse</span> at their location.  This effect has a 6 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Bone Curse at Target Location</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Blood Tithe","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Chaos Bolts costs less mana, but now consumes a portion of your current health and ward on cast.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-20% per point</span></li><li class=\"mod\"><span class=\"standout\">Current Health Consumption</span> <span class=\"val negative\">9% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Consumption</span> <span class=\"val negative\">3% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Call of Morditas","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. It now has a chance to freeze enemies.  Ignite chance from all sources are converted to frostbite chance for Chaos Bolts.  Swaps Chaos Bolts&#039; <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">20</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Chains of the Betrayer","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts no longer shoots multiple projectiles, but now instead shoots one large projectile causing it to deal more damage (multiplicative with other multipliers) in a larger area.   These effects scale with the amount of projectiles Chaos Bolts would have shot.<ul><li class=\"mod\"><span class=\"standout\">Only One Big Bolt</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage per Projectile</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Area per Projectile</span> <span class=\"val\">+35%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Chance of Snow","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Chaos Bolts&#039; hits have a chance to chill enemies.   Additionally, Chaos Bolts&#039; hits have a chance to deal double hit damage to chilled enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance for Double Hit Damage against Chilled</span> <span class=\"val\">6%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Chaos Bolts","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">A barrage of chaotic projectiles which land in an area around the target. The explosions deal necrotic and fire damage in a small area.<ul></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Condemned to Chaos","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Chaos Bolts&#039; hits have a chance to inflict enemies with damned.<ul><li class=\"mod\"><span class=\"standout\">Damned Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Cthonic Aurora","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Chaos Bolts releases additional projectiles, but it has a higher mana cost.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Cursed Blood","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts hits refreshes the duration of your <span class=\"standout\">Curses</span> on them and grants you health per curse.<ul><li class=\"mod\"><span class=\"standout\">Curse Duration Refreshes on hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Health Gain per Curse</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Destructive Intensity","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Whenever you cast Chaos Bolts you gain a stack of <span class=\"standout\">Destructive Intensity</span> up to a maximum.  Each stack reduces the target area and improves Chaos Bolts base critical strike chance.  If you go 2 seconds without gaining a stack, all stacks are lost.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance per stack</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Target Area per stack</span> <span class=\"val\">-6%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Destructive Intensity</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Devour the Damned","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Chaos Bolts&#039; hits against <span class=\"standout\">Cursed</span> enemies regain health and mana.<ul><li class=\"mod\"><span class=\"standout\">Health Gain against Cursed</span> <span class=\"val\">5 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain against Cursed</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Doom's Vindication","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Chaos Bolts deals more damage and its hits deal more damage to <span class=\"standout\">Cursed</span> enemies (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage to Cursed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Exacted Libation","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Chaos Bolts&#039; hits have a chance per Intelligence to cast <span class=\"standout\">Rip Blood</span> at target enemies.  This effect can occur a maximum of 2 times per second.<ul><li class=\"mod\"><span class=\"standout\">Rip Blood chance per 2 Intelligence</span> <span class=\"val\">1% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Rip Bloods per second</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Exult in Misery","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Chaos Bolts&#039; hits deal more damage (multiplicative with other modifiers) to damned, ignited, bleeding and frostbitten.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage to Damned</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage to Ignited</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage to Bleeding</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage to Frostbitten</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Mana Anarchy","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Chaos Bolts&#039; projectiles have a chance to consume additional mana causing it to deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Chance to Consume Mana</span> <span class=\"val\">13% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">13</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Mania in Flames","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Chaos Bolts&#039; hits have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Pandemonium","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Chaos Bolts explosions have a chance to deal damage in a much large area.<ul><li class=\"mod\"><span class=\"standout\">Chance for Increased Area</span> <span class=\"val\">13% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+160%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Reaper of Mayhem","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; hits have a chance per Dexterity to cause you to attack with <span class=\"standout\">Harvest</span> from the location of enemies hit, hitting them and enemies around them.  This effect can occur a maximum of 3 times per second.<ul><li class=\"mod\"><span class=\"standout\">Harvest chance per Dexterity</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Revolution","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Whenever mana is consumed by the <span class=\"standout\">Mana Anarchy</span> node, your minions gain additional spell damage based on your maximum mana and they also gain increased cast speed.  This buff lasts 13 seconds.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per 20 max mana</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+13%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Sanguine Reverie","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; base necrotic damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage.  Damned chance from all sources are converted to bleed chance for Chaos Bolts.  Swaps Chaos Bolts&#039; <span class=\"standout\">Necrotic</span> tag for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Necrotic -> Physical Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damned -> Bleed Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Scatter","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Chaos Bolts&#039; hits now have a chance to fear enemies, but the projectiles target a wider area.<ul><li class=\"mod\"><span class=\"standout\">Fear Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Target Area</span> <span class=\"val\">+13% per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Seed of Chaos","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; hits against <span class=\"standout\">Cursed</span> enemies has a chance to cause you to recast Chaos Bolts from their location towards another nearby enemy, consuming a portion of its mana cost.   The recast has a minimum range of 5 meters, and will not cast at enemies within that range.<ul><li class=\"mod\"><span class=\"standout\">Chance to recast</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Chaos Bolts Mana Consumption</span> <span class=\"val negative\">80%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Sudden Putrescence","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Volatile Zombies</span> exploding from the <span class=\"standout\">Volatile Kindling</span> node deal even more damage (multiplicative with other modifiers) in a larger area and poisons enemies.<ul><li class=\"mod\"><span class=\"standout\">Zombie Explosion Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Zombie Explosion Area</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Zombie Explosion Poison Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"The Burn","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Directly casting Chaos Bolts extends the duration of your active <span class=\"standout\">Cthonic Fissures</span> and <span class=\"standout\">Infernal Shades</span>.   This effect has a 3 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Skill Duration Extension (seconds)</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Effect Cooldown (seconds)</span> <span class=\"val negative\">3</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"The Gate","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Hitting your minions with Chaos Bolts grants them any damned, ignite, bleed or frostbite chance that Chaos Bolts gains from this tree.  This buff lasts 10 seconds, and does not stack.<ul><li class=\"mod\"><span class=\"standout\">Ailment Chances to Minions on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Torment of the Red Tundra","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; hits have a higher chance to freeze enemies per 1% uncapped cold resistance.  Additionally, Chaos Bolts deals more physical damage over time (multiplicative with other modifiers) per 4% uncapped cold resistance.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier per 1% Cold Res</span> <span class=\"val\">+6%</span></li><li class=\"mod\"><span class=\"standout\">Physical Damage over Time per 4% Cold Res</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Chaos Bolts","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Volatile Kindling","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Chaos Bolts&#039; hitting one of your <span class=\"standout\">Volatile Zombies</span> causes it to instantly explode. Zombies exploding this way deal more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Zombie Explosion Damage</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Zombie Explosion Area</span> <span class=\"val\">+70%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Acidbane","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Your hits against enemies cursed by <span class=\"standout\">Acid Skin</span> have additional base critical strike chance per 10% of your global increased poison damage.  This bonus critical strike chance is not affected by other critical strike chance modifiers.<ul><li class=\"mod\"><span class=\"standout\">Bonus Crit Chance per 10% Inc Poison Damage</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Ash Cloud","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">The Fissure&#039;s initial impact now spreads all of your ignite stacks from the target to nearby enemies up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Fissure Spreads Ignite Stacks</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Targets</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Beacon of Torment","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Spirits</span> now target you instead of enemies, and whenever you are <span class=\"standout\">Tormented</span> or <span class=\"standout\">Torment's</span> duration on you is refreshed, you gain additional spell damage and Endurance Threshold.  This buff can stack and has the same duration as <span class=\"standout\">Torment</span>, but persists if <span class=\"standout\">Torment</span> is cleansed.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage Buff</span> <span class=\"val\">+3</span></li><li class=\"mod\"><span class=\"standout\">Endurance Threshold Buff</span> <span class=\"val\">+15</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Blood Gulch","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Chthonic Fissure&#039;s base fire damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to fire damage.  Ignite chance from all sources are converted to bleed chance per second for the Fissure.  Swaps Chthonic Fissures&#039; <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Physical Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Bleed Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Chaotic Rupture","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Spirits</span> now have a chance to be replaced by a cast of <span class=\"standout\">Chaos Bolts</span> that consumes a portion of its mana cost and scales with your <span class=\"standout\">Chaos Bolts</span> tree.  <span class=\"standout\">Chaos Bolts</span> cast this way have a chance to have no additional projectiles.<ul><li class=\"mod\"><span class=\"standout\">Chance to replace Spirits with Chaos Bolts</span> <span class=\"val\">13% per point</span></li><li class=\"mod\"><span class=\"standout\">Chaos Bolts Mana Consumption</span> <span class=\"val negative\">60%</span></li><li class=\"mod\"><span class=\"standout\">Chance for no Extra Projectiles</span> <span class=\"val negative\">60%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Chronicles of Ruin","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Torment</span> lasts longer and any ignite, poison and bleed inflicted by Chthonic Fissure also last longer.<ul><li class=\"mod\"><span class=\"standout\">Torment Duration</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Other Ailment Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Chthonic Passage","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">When directly casting Chthonic Fissure you now travel along the Fissure as it opens, but this adds a cooldown to Chthonic Fissure.  Chthonic Fissure gains the <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Travel along Fissure</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+3.5</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Damned Waters","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Spirits'</span> hits inflict enemies with <span class=\"standout\">Damned</span>.<ul><li class=\"mod\"><span class=\"standout\">Damned Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Death from Below","usable":["Warlock"],"points":"2","effect":"<span class=\"mod\">Chthonic Fissure deals more damage (multiplicative with other modifiers).  This effect is doubled if you are cursed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled if Cursed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Deepest Ravine","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Chthonic Fissure deals more damage (multiplicative with other modifiers), but it no longer releases <span class=\"standout\">Spirits</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"val negative\">Removes Spirits</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Eradication","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Chthonic Fissure deals more damage (multiplicative with other modifiers) to rare enemies and bosses.  This effect is doubled if the enemy or you are cursed.<ul><li class=\"mod\"><span class=\"standout\">Damage to Rares and Bosses</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled if Cursed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Fell Fire","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Tormenting</span> an ignited enemy spreads all of your ignite stacks from it to a number of other enemies around it.<ul><li class=\"mod\"><span class=\"standout\">Torment Spreads Ignite Stacks</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Targets</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Fissure of Wrath","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">The Fissure&#039;s initial hit now deals additional spell damage with a higher chance to stun per 2% ignite chance.  This effects scales with bleed or poison if the Fissure is converted to physical or poison respectively.<ul><li class=\"mod\"><span class=\"standout\">Fissure Spell Damage per 2% Ignite Chance</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Fissure Increased Stun Chance per 2% Ignite Chance</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Forbidden Chasm","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">The Fissure&#039;s initial hit now Curse enemies with <span class=\"standout\">Acid Skin</span>, which causes them to take poison damage over time and a chance to be critically struck by any hit.<ul><li class=\"mod\"><span class=\"standout\">Acid Skin on Fissure hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Crit Chance from Acid Skin</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Fragile Crust","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Chthonic Fissure costs less mana and it refunds some of its mana cost if there is a cursed player, rare enemy or boss within 20 meters when you cast it.  This effect also works if you are Cursed.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-4 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Refunded</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Grasp of the Undying","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">The Fissure deals more direct damage for each second it is active (multiplicative with other modifiers) and you leech a portion of the damage it does.<ul><li class=\"mod\"><span class=\"standout\">Fissure Direct Damage bonus per Second</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Fissure Health Leech</span> <span class=\"val\">+0.5% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Grim Tide","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Chthonic Fissure and ailments it inflicts deal more necrotic damage (multiplicative with other modifiers) per 1% Added Critical Strike Multiplier.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Damage per 1% Added Crit Multi</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Mantle of Flames","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">The Fissure gains a percentage of your global chance to ignite on hit as ignite chance per second.   Additionally, the Fissure has a base chance to ignite enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Your Ignite Chance -> Ignite Chance per Second</span> <span class=\"val\">100% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance per Second</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Of Gloom and Flames","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Chthonic Fissure now creates a secondary Fissure in the opposite direction that casts its own <span class=\"standout\">Spirits</span>. Enemies can take damage from both Fissures if they stand on both, but Chthonic Fissure costs significantly more mana.<ul><li class=\"mod\"><span class=\"standout\">Secondary Fissure</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+80%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Profane Form","usable":["Warlock"],"points":"0","effect":"<span class=\"mod\">Opens an infernal fissure in the ground, dealing fire damage over time to enemies on top of it, as well as releasing <span class=\"standout\">Spirits</span> from the fissure that seek nearby enemies. These spirits inflict enemies with <span class=\"standout\">Torment</span>, a <span class=\"standout\">Curse</span> that slows and deals necrotic damage over time.  Max 1 active fissure.<ul></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Pyrochasm","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">The Fissure&#039;s initial impact now hits enemies dealing spell fire damage, with added damage applying at 300% effectiveness for this hit.<ul><li class=\"mod\"><span class=\"standout\">Fissure Fire Damage on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Rekindled Graves","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Fissures now cast <span class=\"standout\">Volatile Zombies</span> every 2 seconds, but consumes mana equal to a portion of <span class=\"standout\">Volatile Zombies</span> mana cost.  <span class=\"standout\">Volatile Zombie</span> cast this way has a chance to not create multiple <span class=\"standout\">Zombies</span> if it would otherwise.<ul><li class=\"mod\"><span class=\"standout\">Volatile Zombies Mana Consuption</span> <span class=\"val negative\">70%</span></li><li class=\"mod\"><span class=\"standout\">Chance for no additional Zombies</span> <span class=\"val negative\">70%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Return Below","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">When <span class=\"standout\">Spirits</span> <span class=\"standout\">Torment</span> an enemy afflicted by an <span class=\"standout\">Infernal Shade</span> they consume the Shade, causing it to instantly deal its remaining damage and increases all existing Chthonic Fissures&#039; frequency of releasing <span class=\"standout\">Spirits</span> up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Infernal Shade deals its Remaining Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Spirit Frequency</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Spirit Frequency Bonus</span> <span class=\"val\">60%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Severed Wards","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Spirits'</span> hits shred enemy necrotic resistance.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Res Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Singed by Terror","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Spirits'</span> hits shred enemy fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Fire Res Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Spirit Gale","usable":["Warlock"],"points":"2","effect":"<span class=\"mod\">When <span class=\"standout\">Tormented</span> enemies die they have a chance to release the <span class=\"standout\">Spirit</span> to inflict and <span class=\"standout\">Torment</span> another enemy within 8 meters.<ul><li class=\"mod\"><span class=\"standout\">Spirit Release Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Stygian Current","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">The Fissure releases <span class=\"standout\">Spirits</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Spirit Frequency</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"The Sunderer's Domain","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">You can now have additional Fissures active at a time, but <span class=\"standout\">Spirits</span> are released less frequently.  If a Fissure is placed over an existing one, the new Fissure closes after 1 second.<ul><li class=\"mod\"><span class=\"standout\">Maximum Fissures</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Spirit Frequency</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Tombgorger","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Torment</span> deals more damage (multiplicative with other modifiers) to ignited, poisoned or bleeding enemies.<ul><li class=\"mod\"><span class=\"standout\">Torment Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Twisted Waves","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Torment</span> deals more damage (multiplicative with other modifiers) based on your uncapped necrotic resistance.<ul><li class=\"mod\"><span class=\"standout\">Damage per 3% Necrotic Res</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Chthonic Fissure","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Valley of Defilement","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Chthonic Fissure&#039;s base fire damage over time is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to fire damage.  Ignite chance from all sources is converted to poison chance per second for the Fissure.  Swaps Chthonic Fissures&#039; <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Poison</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Poison Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Poison Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Arteries of Malice","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Ghostflames&#039;s base necrotic and fire damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic or fire damage.  Damned and ignite chance from all sources are converted to bleed chance per second.  Ghostflame now drains a portion of your health each second.  Swaps Ghostflames&#039;s <span class=\"standout\">Necrotic</span> and <span class=\"standout\">Fire</span> tags for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Necrotic and Fire -> Physical Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damned and Ignite -> Bleed Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Current Health Drain per second</span> <span class=\"val negative\">5%</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Atrocity","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">Ghostflame deals more damage, but has a higher channel cost (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val negative\">+8% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Banshee","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">The screech from the <span class=\"standout\">Decrepit Mortals</span> node now also fears enemies and Ghostflame deals more direct damage (multiplicative with other modifiers) to feared enemies.<ul><li class=\"mod\"><span class=\"standout\">Screech Fear duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Direct Damage to Feared</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Decrepit Mortals","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">After channelling Ghostflame for a short duration, the skull releases a terrible screech, cursing all nearby enemies with <span class=\"standout\">Decrepify</span>.  Ghost Flame gains the <span class=\"standout\">Curse</span> tag, but its direct damage still does not scale with increased curse damage.<ul><li class=\"mod\"><span class=\"standout\">Decrepify Screech after 1.5 seconds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Disdain","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You take less damage from ignited, damned or bleeding enemies while channeling Ghostflame, but it costs more mana to channel.<ul><li class=\"mod\"><span class=\"standout\">Damage Taken while channeling</span> <span class=\"val\">-6% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Domain of Agony","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Ghostflame deals more direct damage (multiplicative with other modifiers) per second you spend channeling Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Direct Damage bonus every second</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Direct Damage bonus</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Domain of Torment","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Ghostflame deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Doom Surge","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">You move faster while channeling Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Movespeed while Channeling</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Dread Furnace","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Ghostflame has a chance to inflict damned and ignite enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance per second</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Damned Chance per second</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Enfeebled Prey","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">You leech a portion of the damage you deal as health against <span class=\"standout\">Cursed</span> enemies while channeling Ghostflame.  Additionally, Ghostflame has a chance to inflict Frailty each second.<ul><li class=\"mod\"><span class=\"standout\">Health Leech against Cursed</span> <span class=\"val\">+0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Frailty Chance per second</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Ethereal Blockade","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">All of your dodge rating is converted to armor while channeling Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating -> Armor while Channeling</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Feast of Bones","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Damaging an enemy with Ghostflame causes you to cast <span class=\"standout\">Marrow Shards</span> towards them.  This effect can occur a maximum number of times each second.<ul><li class=\"mod\"><span class=\"standout\">Max Marrow Shards per second</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Max Marrow Shards per second against 1 target</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Fiery Desecration","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Ghostflame now deals damage in a full circle around you, but it has a higher channel cost.<ul><li class=\"mod\"><span class=\"standout\">Deals damage in Circle</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Channel Cost</span> <span class=\"val negative\">+30%</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Flames of Misery","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">A portion of your global ignite chance on hit now applies as ignite chance per second for Ghostflame.  A portion of your global damned chance on hit now applies as damned chance per second for Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance -> Ignite Chance per second</span> <span class=\"val\">40% per point</span></li><li class=\"mod\"><span class=\"standout\">Damned Chance -> Damned Chance per second</span> <span class=\"val\">60% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Fuel of Anguish","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">Increases the frequency of <span class=\"standout\">Marrow Shards</span> per second from the <span class=\"standout\">Feast of Bones</span> node.  Improves the <span class=\"standout\">Marrow Shards'</span> base critical strike chance cast this way.<ul><li class=\"mod\"><span class=\"standout\">Marrow Shards frequency</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Crit Chance per 100 missing Health</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Ghost Flame","usable":["Necromancer","Lich","Warlock"],"points":"0","effect":"<span class=\"mod\">Channel to releases a continuous jet of horrid flames in front of you dealing fire and necrotic damage over time.<ul></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Harrowing Path","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">Ghostflame has a lower channel cost, but you move slower while channeling Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed while Channeling</span> <span class=\"val negative\">-20% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Horrifying Shriek","usable":["Necromancer","Lich","Warlock"],"points":"2","effect":"<span class=\"mod\">The screech from the <span class=\"standout\">Decrepit Mortals</span> node has a shorter delay before being released and a larger area.<ul><li class=\"mod\"><span class=\"standout\">Delay before Screech</span> <span class=\"val\">-30% per point</span></li><li class=\"mod\"><span class=\"standout\">Screech Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Lingering Warmth","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">When you stop channeling Ghostflame after having channeled for at least 1 second, you gain the <span class=\"standout\">Haste</span> buff for a short duration.  Additionally, when you stop channeling you gain ward per <span class=\"standout\">Cursed</span> enemy.<ul><li class=\"mod\"><span class=\"standout\">Haste duration after Channeling (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain per Cursed enemy after Channeling</span> <span class=\"val\">15 per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Memorial of Flames","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">After channeling for 1.1 seconds Ghostflame detaches itself, and persists for short duration without you needing to channel.  This effect ends early if you start channeling Ghostflame again.<ul><li class=\"mod\"><span class=\"standout\">Detached Duration (seconds)</span> <span class=\"val\">0.5 per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Occult Embers","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">Ghostflame has increased ignite and damned duration per point of Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Ignite Duration per Intelligence</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Damned Duration per Intelligence</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Phantom Transfusion","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">You leech a portion of the physical damage you deal as health while channeling Ghostflame.  A portion of your global bleed chance on hit now applies as bleed chance per second for Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Physical Health Leech</span> <span class=\"val\">0.2% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance -> Bleed Chance per second</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Silver Oblation","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">After channeling for 1 second, Ghostflame consumes a portion of your current ward, and it deals damage in a larger area per ward consumed.<ul><li class=\"mod\"><span class=\"standout\">Ward Consumption of current ward</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Area per 10 Ward consumed</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Ward Consumption</span> <span class=\"val\">1000</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Spectral Menace","usable":["Necromancer","Lich","Warlock"],"points":"5","effect":"<span class=\"mod\">Ghostflame has a lower channel cost and you gain a portion of your current mana as ward each second while channeling Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Less Channel Cost</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Current Mana -> Ward Gain while Channeling</span> <span class=\"val\">14% per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Spirit Kindling","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">All your <span class=\"standout\">Wraiths</span><span class=\"standout\">Spectres</span>, and <span class=\"standout\">Revenants</span> gain a stack of <span class=\"standout\">Spirit Kindling</span> every 0.5 seconds while they are inside Ghostflame&#039;s area of effect.  Each stack of <span class=\"standout\">Spirit Kindling</span> lasts 5 seconds, drains health per second, and grants increased movement speed, melee attack speed, and ignite chance equal to a portion of your ignite chance.<ul><li class=\"mod\"><span class=\"standout\">Movespeed per stack</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Melee Attack Speed per stack</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance -> Minion Ignite Chance per stack</span> <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"standout\">Current Health Drain per second per stack</span> <span class=\"val negative\">2%</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Spirit of Dread","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">You now move towards the target location while channeling Ghostflame with increased movement speed, but it has a higher channel cost.<ul><li class=\"mod\"><span class=\"standout\">Movespeed while Channeling</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Increased Channel Cost</span> <span class=\"val negative\">+80%</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Stygian Beams","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">For each 200 ward consumed by the <span class=\"standout\">Silver Oblation</span> node you now cast a <span class=\"standout\">Stygian Beam</span> at a nearby enemy dealing spell necrotic damage.  Enemies cannot be hit by more than 1 beam.<ul><li class=\"mod\"><span class=\"standout\">Cast Beam per 200 Ward consumed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"The Burning Skull","usable":["Necromancer","Lich","Warlock"],"points":"1","effect":"<span class=\"mod\">The detached Ghostflame now slowly seeks out nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Moves towards enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Unending Ruin","usable":["Necromancer","Lich","Warlock"],"points":"3","effect":"<span class=\"mod\">The duration from the <span class=\"standout\">Memorial of Flames</span> node is longer, but Ghostflame now has an upfront mana cost.<ul><li class=\"mod\"><span class=\"standout\">Detached duration</span> <span class=\"val\">+80% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20 per point</span></li></ul>"},{"skill":"Ghostflame","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Wraith Form","usable":["Necromancer","Lich","Warlock"],"points":"4","effect":"<span class=\"mod\">You gain additional dodge rating per intelligence while channeling Ghostflame, as well as more dodge rating (multiplicative with other modifiers) while channeling Ghostflame.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating per Intelligence while Channeling</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">More Dodge Rating while Channeling</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Apocalypse","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">You now summon <span class=\"standout\">Volatile Zombies</span> when you exit Profane Veil equal to the number of minions consumed up to a maximum from the <span class=\"standout\">Vampiric Pool</span> node.  <span class=\"standout\">Zombies</span> summoned deal more damage (multiplicative with other modifiers) in a larger area per Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Zombies Summoned on exit</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage per Int</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Zombie Area per Int</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Derision","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">You gain ward per dexterity when you dodge while in Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain on Dodge per Dex</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Desecrated Graves","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">You now cast <span class=\"standout\">Bone Curse</span> when you enter and exit Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Bone Curse on you on Enter or Exit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bone Curse at Target Location with Forked Tongue</span> <span class=\"val\"></span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Discourage","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">Profane Veil&#039;s area has a chance to slow enemies each second. Additionally, you leech a portion of the global damage you deal as health while in Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance per second</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Leech in Form</span> <span class=\"val\">0.5% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Eternal Blasphemy","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Profane Veil lasts longer and you move faster while in it.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Forked Tongue","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">You now create a secondary Profane Veil area that is detached from you and moves towards enemies, but Profane Veil now has a higher mana cost.<ul><li class=\"mod\"><span class=\"standout\">Creates Secondary Area</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Secondary Area Homes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+60%</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Grave Circle","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Profane Veil&#039;s area now applies <span class=\"standout\">Mark for Death</span> to enemies, but entering Profane Veil applies <span class=\"standout\">Mark for Death</span> to you.<ul><li class=\"mod\"><span class=\"standout\">Marked for Death on Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Marked for Death on You</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Harsh Words","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Profane Veil costs less mana and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Hell Fire","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">While in Profane Veil you gain a percentage of your damned, bleed, poison, slow and ignite chance on hit as chance to ignite per second for Profane Form.<ul><li class=\"mod\"><span class=\"standout\">Ailments -> Ignite per second Conversion</span> <span class=\"val\">100% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Heretic's Flame","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Profane Veil&#039;s base necrotic damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to necrotic damage.  Profane Form now has a chance to ignite enemies each second.  Swaps Profane Form&#039;s <span class=\"standout\">Necrotic</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Necrotic -> Fire Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance per second</span> <span class=\"val\">+75%</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Hex Flurry","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">Increases the frequency of <span class=\"standout\">Profane Orb</span> per 1% increased cast speed for <span class=\"standout\">Curses</span> you have. Additionally, <span class=\"standout\">Profane Orb</span> deals more damage (multiplicative with other modifiers) per <span class=\"standout\">Curse</span> on the target.<ul><li class=\"mod\"><span class=\"standout\">Profane Orb Frequency per 1% Cast Speed</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Profane Orb Damage per Curse</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Infernal Deliverance","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">When you first damage an enemy with Profane Veil you have a chance to cast <span class=\"standout\">Infernal Shade</span> on them.  This effect can occur a maximum amount of times per cast of Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Infernal Shade chance</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Infernal Shade</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Lake of Blood","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Profane Veil&#039;s base necrotic damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage.  Profane Veil deals more damage (multiplicative with other modifiers) per 10% global Bleed chance on hit.  Swaps Profane Veil&#039;s <span class=\"standout\">Necrotic</span> tag for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Necrotic -> Physical Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage per 10% Bleed chance</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Loose Tongue","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Profane Veil costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-5 per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Mark of the Rat","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">When you apply <span class=\"standout\">Mark for Death</span> to an enemy or yourself by any method, all your stacks of damned and poison on them spread to a number of nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Damned Spreads with Mark for Death</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Spreads with Mark for Death</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Number of Spreads</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Mire of Words","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Profane Veil Immobilizes <span class=\"standout\">Cursed</span> enemies for a short duration, but Bosses and Rare enemies will instead be chilled, rather than Immobilized.<ul><li class=\"mod\"><span class=\"standout\">Immobilized Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Chill stacks on Cursed Rares and Bosses</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Omnivore","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">The benefits from the <span class=\"standout\">Vampiric Pool</span> and <span class=\"standout\">Apocalypse</span> nodes now also trigger when you kill enemies with Profane Veil.  The limit from <span class=\"standout\">Vampiric Pool</span> remains the same.<ul><li class=\"mod\"><span class=\"standout\">Can trigger from enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Penitent Tangent","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Profane Veil&#039;s area inflicts <span class=\"standout\">Penance</span> to enemies, which is a <span class=\"standout\">Curse</span> that causes enemies to take fire damage when they hit a target. Additionally Penance deals more damage per 1% of Damage Reflected (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Area Inflicts Penance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Penance Damage per 1% of Damage Reflected</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Profane Instruments","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Profane Veil gains additional effects depending on the weapon type you are wielding.   <span class=\"standout\">Staff</span>: Increased area. <span class=\"standout\">Wand</span>: More damage (multiplicative with other modifiers). <span class=\"standout\">Scepter</span>: Increased duration. <span class=\"standout\">Dagger</span>: Increased movement speed. <span class=\"standout\">Axe</span>: Kill threshold.<ul><li class=\"mod\"><span class=\"standout\">Area with Staff</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage with Wand</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration with Scepter</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed with Dagger</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Kill Threshold with Axe</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Profane Orbs","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">While in Profane Veil, you consume 6 mana to cast a <span class=\"standout\">Profane Orb</span> each second that seek out enemies.<ul><li class=\"mod\"><span class=\"standout\">Profane Orb each second</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption per second</span> <span class=\"val negative\">6</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Profane Veil","usable":["Warlock"],"points":"0","effect":"<span class=\"mod\">Channel to conceal yourself within a Profane Veil that deals necrotic damage over time to enemies around you. While concealed you dodge every Hit, but you can still take damage from damage over time effects, such as ailments, and you move more slowly.  Last for up to 2 seconds (also ends when you release the key). Cooldown does not recover during use.<ul></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Propane Form","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">You move faster equal to a portion of your chance to ignite on hit up to a maximum, but Profane Veil has a shorter duration per chance to ignite on hit up to a maximum.  Profane Veil gains the <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Movespeed per 5% Ignite chance</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Increased Movespeed</span> <span class=\"val\">200%</span></li><li class=\"mod\"><span class=\"standout\">Reduced Duration per 20% Ignite chance</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Sable Inquisition","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Profane Veil affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+14% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Scorn","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">You deal more global damage (multiplicative with other modifiers) to <span class=\"standout\">Cursed</span> enemies while in Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Damage to Cursed while Concealed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Seance","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">When a <span class=\"standout\">Wandering Spirit</span> is revealed inside Profane Veil&#039;s area the <span class=\"standout\">Spirit</span> deals more damage (multiplicative with other modifiers) in a larger area for the rest of the <span class=\"standout\">Spirit's</span> duration.   Additionally, for each <span class=\"standout\">Spirit</span> revealed inside Profane Veil&#039;s area you gain ward scaling with your necrotic resistance.<ul><li class=\"mod\"><span class=\"standout\">Damage to Wandering Spirits</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Area to Wandering Spirits</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain per 15% Uncapped Necrotic Res</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Second Rites","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">The secondary area from <span class=\"standout\">Forked Tongue</span> is now created at the target location, but Profane Veil costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Secondary Area at Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Singleminded","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">While in Profane Veil you move faster and it has a shorter cooldown, but you can no longer change direction while concealed and it has a shorter duration without being able to extend its duration.  Profane Veil gains the <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+75%</span></li><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">35%</span></li><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Spirit Plate","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Damage reduction from armor now also applies to damage over time taken while in Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Armor applies to DoT</span> <span class=\"val\"></span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Stream of Profanity","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">Directly casting a <span class=\"standout\">Curse</span> skill reduces Profane Veil&#039;s remaining cooldown.  This effect can occur a maximum number of times.<ul><li class=\"mod\"><span class=\"standout\">Remaining Cooldown on Curse skill</span> <span class=\"val\">-13%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Reduction uses</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Unholy Renewal","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">You now cleanse all negative ailments on you when you enter Profane Veil.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Vampiric Pool","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">Profane Veil&#039;s area now consumes your minions, and consuming minions this way grants you ward equal to a portion of their maximum health as well as extending its remaining duration by a small amount.<ul><li class=\"mod\"><span class=\"standout\">Minions Consumed</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Portion of Minion health to Ward Gain</span> <span class=\"val\">3%</span></li><li class=\"mod\"><span class=\"standout\">Duration Extension (seconds)</span> <span class=\"val\">+0.2</span></li></ul>"},{"skill":"Profane Veil","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Visage of Terror","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">You now fear nearby enemies for a short duration when you exit Profane Veil. Additionally, Profane Veil deals more damage (multiplicative with other modifiers) to feared or slowed enemies for the same duration.<ul><li class=\"mod\"><span class=\"standout\">Fear Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage to Feared or Slowed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Another Strife","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">When Soul Feast hits an enemy <span class=\"standout\">Cursed</span> with <span class=\"standout\">Spirit Plague</span><span class=\"standout\">Decrepify</span><span class=\"standout\">Marked for Death</span>, or <span class=\"standout\">Penance</span> it spreads those <span class=\"standout\">Cursed</span> from that enemy to a number of other enemies within 5 metres.<ul><li class=\"mod\"><span class=\"standout\">Targets to Spread Curses to</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Spreads Spirit Plague</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Spreads Decrepify</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Spreads Marked For Death</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Spreads Penance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Blood Feast","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Soul Feast&#039;s base necrotic damage is converted to physical damage. Consequently this damage scales with increases to physical damage, but not increases to necrotic damage.  <span class=\"standout\">Soul Fragments</span> now restore health instead of granting ward. The health restored is equal to the ward you would have been granted.<ul><li class=\"mod\"><span class=\"standout\">Necrotic -> Physical Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ward -> Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Blood from Souls","usable":["Warlock"],"points":"2","effect":"<span class=\"mod\">When you kill an enemy with Soul Feast it has a chance to create a <span class=\"standout\">Blood Splatter</span> around the target.<ul><li class=\"mod\"><span class=\"standout\">Blood Splatter Chance</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Blood Tethers","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Soul Feast has a chance to cast <span class=\"standout\">Blood Tether</span> on enemies it hits.<ul><li class=\"mod\"><span class=\"standout\">Blood Tether Chance</span> <span class=\"val\">7% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Bones of the Accursed","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">For each <span class=\"standout\">Curse</span> on the target, Soul Feast hits grant more ward and deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage per Curse</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">More Ward per Curse</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Celerity","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Soul Fragments</span> return to you faster and Soul Feast has a chance to grant you <span class=\"standout\">Haste</span> for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Soul Fragment Speed</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Crimson Bounty","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Soul Feast can hit more targets.<ul><li class=\"mod\"><span class=\"standout\">Maximum Targets</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Diseased Soul","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Casting Soul Feast grant you a chance to poison enemies with all hits for 4 seconds, but also inflicts you with poison. This buff cannot stack.<ul><li class=\"mod\"><span class=\"standout\">Global Poison Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Poison Stacks Received</span> <span class=\"val negative\">1 per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Engorged","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Soul Feast costs less mana and has a chance based on your current mana to draw back <span class=\"standout\">Greater Soul Fragments</span>, which grant more ward (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-3 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward from Greater Fragments</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Greater Fragment Chance per 10 Current Mana</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Grand Imprint","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Soul Feast no longer requires targets to be <span class=\"standout\">Cursed</span> and no longer has a target limit, but now hits all enemies a small cone in front of you.<ul><li class=\"mod\"><span class=\"standout\">No Longer Requires Cursed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cone Area Of Effect</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Grim Affliction","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Soul Feast deals more damage (multiplicative with other modifiers), but <span class=\"standout\">Soul Fragments</span> grant less ward.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Ward Granted</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Hellmind","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Soul Feast has additional chance to inflict damned on hit based on your Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Damned Chance per Intelligence</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Hunger","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">Soul Feast has increased cast speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Incision","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">Soul Feast has a chance to cause enemies to bleed.  Physical ailments inflicted by Soul Feast deal more damage (multiplicative with other modifiers) based on your missing health.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Ailment Damage per 100 Missing Health</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Infernal Hunger","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">If you go 2 seconds without directly casting Soul Feast you gain a stack of <span class=\"standout\">Infernal Hunger</span>. When you next cast Soul Feast directly, all stacks of <span class=\"standout\">Infernal Hunger</span> are consumed to cast Soul Feast an additional time per stack.<ul><li class=\"mod\"><span class=\"standout\">Max Stacks of Infernal Hunger</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Extra Casts per Stack of Infernal Hunger</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Infernal Hunger Stacks Per 2 Seconds</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"No Rest for the Wicked","usable":["Warlock"],"points":"2","effect":"<span class=\"mod\">When you kill a damned enemy with Soul Feast, you have a chance to grant your minions <span class=\"standout\">Frenzy</span> for 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Minion Frenzy Chance On Damned Kills</span> <span class=\"val\">13% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Original Sin","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">If the number of cursed enemies within 15 meters is at or below a threshold shortly after you cast Soul Feast, then a number of enemies within that range are <span class=\"standout\">Marked for Death</span> to reach that threshold of cursed enemies.<ul><li class=\"mod\"><span class=\"standout\">Cursed Enemy Threshold</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Marks For Death to reach threshold</span> <span class=\"val\"></span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Poisoned Husks","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">Soul Feast&#039;s hits have a chance to poison enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Queen of Flies","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">When you hit a poisoned enemy with Soul Feast it spreads all stacks of your stacks of poison from that enemy to a number of other enemies within 5 metres.  Has no effect if you have the <span class=\"standout\">Toxic Craving</span> node.<ul><li class=\"mod\"><span class=\"standout\">Targets to Spread Posion to</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Sharpened Influence","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Soul Feast costs less mana and can hit more targets.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Targets</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Soul Feast","usable":["Warlock"],"points":"0","effect":"<span class=\"mod\">Feasts on the souls of <span class=\"standout\">Cursed</span> enemies, dealing necrotic damage to them, and drawing fragments of their souls back to you. The soul fragments each grant 3 ward when they reach you.  Feasts on up to 13 enemies, prioritising those closest to you.<ul></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Soul Seeker","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Soul Fragments</span> grant additional ward based on your intelligence.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Granted per 25 Intelligence</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Thought Corrosion","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Poison Chance from all sources is converted to armor shred for Soul Feast and armor shred applied by Soul Feast has increased effect.  The <span class=\"standout\">Diseased Soul</span> node now inflicts you with armor shred on cast instead of poison.<ul><li class=\"mod\"><span class=\"standout\">Poison -> Armor Shred</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Effect</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Poison Self on Cast -> Armor Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Toxic Craving","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\">Soul Feast consumes poison stacks you applied on the target, granting you more armor (multiplicative with other modifiers) and additional poison resistance per stack.  This buff lasts 6 seconds and can stack a maximum number of times.  Poison stacks applied by minions or other party members are not cleansed and are not counted for the buff.<ul><li class=\"mod\"><span class=\"standout\">Armor Per Stack</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance Per Stack</span> <span class=\"val\">+6%</span></li><li class=\"mod\"><span class=\"standout\">Buff Limit</span> <span class=\"val\">60</span></li><li class=\"mod\"><span class=\"val negative\">Consumes Poison Stacks</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Usurp","usable":["Warlock"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Soul Fragments</span> from rare or boss enemies also grant you mana. Modifiers to the amount of ward granted by Soul Fragments also apply to the amount of mana gained from this node.<ul><li class=\"mod\"><span class=\"standout\">Mana Granted From Rares Or Bosses</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Waning Life","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\">Damned inflicted by Soul Feast has additional necrotic penetration.<ul><li class=\"mod\"><span class=\"standout\">Necrotic Penetration with Damned</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Winds of Affliction","usable":["Warlock"],"points":"5","effect":"<span class=\"mod\">Soul Feast deals damage in a larger area and has a chance to apply <span class=\"standout\">Frailty</span> on hit.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+24% per point</span></li><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Withering Maw","usable":["Warlock"],"points":"3","effect":"<span class=\"mod\">Soul Feast inflicts <span class=\"standout\">Withering</span> on hit, an ailment which increases the curse damage taken.<ul><li class=\"mod\"><span class=\"standout\">Withering Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Soul Feast","skill-group":"Warlock","class":"Acolyte","mastery":"Warlock","name":"Wrest","usable":["Warlock"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Soul Fragments</span> from bosses or rare enemies grant significantly more ward.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted From Rares Or Bosses</span> <span class=\"val\">+85% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Amplification","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate is upgraded to tier 3 after 4 seconds of channeling. Tier 3 grants double the bonuses of tier 2.<ul><li class=\"mod\"><span class=\"standout\">Disintegrate Tier 3</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Tier 3 Increased Damage</span> <span class=\"val\">300%</span></li><li class=\"mod\"><span class=\"standout\">Tier 3 Channel Cost</span> <span class=\"val negative\">+80%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Backfire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame energy builds up on enemies within the beam, causing an explosion that deals fire damage around them after 3 seconds of taking damage.<ul><li class=\"mod\"><span class=\"standout\">Flame Burst</span> <span class=\"val\"></span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cascade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Your skills recover their cooldowns faster while you are channeling Disintegrate.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Cooldown Recovery Speed</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Catalyst","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Flame Energy builds up more quickly.<ul><li class=\"mod\"><span class=\"standout\">Flame Energy Buildup (Seconds)</span> <span class=\"val\">-0.5 per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Charge Conduit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">You gain <span class=\"standout\">Static Charges</span> each second while channeling Disintegrate.<ul><li class=\"mod\"><span class=\"standout\">Static Charges Per Second</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Disintegrate","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Channel to create a beam of pure energy in the target direction. The beam deals fire and lightning damage to all enemies caught in it.<ul></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Dragon Tongue","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate deals more fire damage (multiplicative with other modifiers) based on your Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage Per 2 Int</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Electrify","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate’s base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.  Disintegrate loses the <span class=\"standout\">fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage -> Lightning Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Escalation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate is upgraded to tier 2 after 2 seconds of channeling. Tier 2 Disintegrate deals more damage, but costs more mana to channel.<ul><li class=\"mod\"><span class=\"standout\">Disintegrate Tier 2</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Tier 2 Increased Damage</span> <span class=\"val\">150%</span></li><li class=\"mod\"><span class=\"standout\">Tier 2 Channel Cost</span> <span class=\"val negative\">+40%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Extension","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Disintegrate has a longer range.<ul><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Feedback","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Disintegrate has a chance to shock enemies caught within the beam.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance per Second</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flame Vent","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">When you stop channeling Disintegrate, you cast <span class=\"standout\">Fireball</span> at nearby enemies twice per second spent channeling, up to a maximum.  This consumes mana equal to <span class=\"standout\">Fireball's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Maximum Fireball Casts</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Fireball Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Galvanized Defense","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">You take less damage while channeling Disintegrate (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Less Damage Taken</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glass Cannon","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Disintegrate deals more damage while at Tier 2, but also causes you to take more damage while at tier 2 (both multiplicative with other modifiers and each other), and these effects are are doubled at Tier 3.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Tier</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken Per Tier</span> <span class=\"val negative\">+1% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Hyperfocal","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate deals more lightning damage (multiplicative with other modifiers) based on your maximum mana.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage Per 8 Max Mana</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Infernal Ray","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate’s base lightning damage is converted to fire damage, unless you have the <span class=\"standout\">Electrify</span> node.  Disintegrate loses the <span class=\"standout\">lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage -> Fire Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Inferno","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have a chance each second to cast <span class=\"standout\">Fire Aura</span> while channeling Disintegrate.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura Chance Per Second</span> <span class=\"val\">34% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Intensify","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Disintegrate upgrades to the next Tier faster. This also affects the rate at which you gain stacks of <span class=\"standout\">Lucomancer</span>.<ul><li class=\"mod\"><span class=\"standout\">Upgrade Speed</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Laser Focus","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate no longer costs mana while channeling, but it also deals less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">No Channel Cost</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-40%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lucomancer","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">For every 2 seconds you spend channeling Disintegrate, you gain a stack of <span class=\"standout\">Lucomancer</span>, up to 2 stacks and each stack lasts 4 seconds. Stacks are refreshed when you gain a new one.  Lucomancer grants global more damage to ignited or shocked enemies (multiplicative with other modifiers) and global reduced mana cost.<ul><li class=\"mod\"><span class=\"standout\">Global Damage to Ignited or Shocked Enemies</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Reduced Mana Cost</span> <span class=\"val\">4% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Magnify","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Disintegrate gains a portion of your chance to ignite with fire spells on hit as ignite chance per second.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance On Hit -> Ignite Chance Per Second</span> <span class=\"val\">60% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Paralyze","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Shock inflicted by Disintegrate lasts longer and Disintegrate deals more direct damage (multiplicative with other modifiers) per stack of Shock on the target.<ul><li class=\"mod\"><span class=\"standout\">Shock Duration</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Direct Damage per Shock</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Praesidium","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You gain ward each second based on your Intelligence while channeling Disintegrate.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained Per 3 Int Per Second</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Resurgence","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">If you start channeling Disintegrate while having at least 1 stack of <span class=\"standout\">Lucomancer</span> it starts at Tier 2.  If you also have the <span class=\"standout\">Amplification</span> node and at least 2 stacks of <span class=\"standout\">Lucomancer</span>, Disintegrate starts at Tier 3 instead.<ul><li class=\"mod\"><span class=\"standout\">Starts At Tier 2 With Lucomancer</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Starts At Tier 3 With 2 Stacks Of Lucomancer</span> <span class=\"val\"></span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Searing Plasma","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Disintegrate deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Stored Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate deals significantly more damage (multiplicative with other modifiers), but has a delay before casting. This delay is reduced by increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"val negative\">0.5s Delay Before Casting</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Temporal Entrapment","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Disintegrate has a chance to slow enemies caught within the beam.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance per Second</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Tendrils","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have a chance each second to cast <span class=\"standout\">Lightning Blast</span> at a nearby enemy.  This consumes mana equal to <span class=\"standout\">Lightning Blast's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Chance</span> <span class=\"val\">+34% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Twinbeam","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Disintegrate now has two beams, and each beam deals damage independently, so enemies caught in both take double damage.  Disintegrate costs more mana per second to channel, and each beam deals less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Two Beams</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val negative\">+14</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-30%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unbridled Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">While your Disintegrate is at tier 3 you have a chance to inflict <span class=\"standout\">Spreading Flames</span> and <span class=\"standout\">Spark Charges</span> on enemies in the beam each second while channeling.  If Disintegrate is converted to <span class=\"standout\">fire</span>, the <span class=\"standout\">Spark Charges</span> are converted to <span class=\"standout\">Spreading Flames</span>.  If Disintegrate is converted to <span class=\"standout\">lightning</span>, the <span class=\"standout\">Spreading Flames</span> is converted to <span class=\"standout\">Spark Charges</span>.<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Chance</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Spark Charge Chance</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Disintegrate","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unleashed Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Every 3 seconds of channelling Disintegrate, you cast <span class=\"standout\">Static Orb</span> or <span class=\"standout\">Volcanic Orb</span>, chosen randomly.  If Disintegrate is converted to <span class=\"standout\">fire</span>, you always cast <span class=\"standout\">Volcanic Orb</span>.  If Disintegrate is converted to <span class=\"standout\">lightning</span>, you always cast <span class=\"standout\">Static Orb</span>.  This consumes mana equal to the mana cost of those respective abilities.<ul><li class=\"mod\"><span class=\"standout\">Volcanic Orb Every 3 Seconds</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Static Orb Every 3 Seconds</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcana Elementorum","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova deals more elemental damage (multiplicative with other modifiers) and has a slightly larger area of effect. These effects are doubled when it is directly cast.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled if Directly Cast</span> <span class=\"val\"></span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcane Projection","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Elemental Nova is now cast at a target location instead of around you.<ul><li class=\"mod\"><span class=\"standout\">Cast Elemental Nova At Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcane Protection","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You have more ward retention for 4 seconds after killing an enemy with Elemental Nova. You may have only one instance of this buff at once.<ul><li class=\"mod\"><span class=\"standout\">Ward Retention On Kill</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Ash Frenzy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova hits deal more damage against enemies that are at high health (multiplicative with other modifiers). Elemental Nova has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage To High Health Enemies</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Charged Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Elemental Nova hits have an increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Conflagrating Speed","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cryomantic Fragility","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Elemental Nova costs less mana, but you take increased cold damage if you have cast Elemental Nova recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-3 per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Damage Taken</span> <span class=\"val negative\">+3% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Expanse","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova has a larger area of effect.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Casts a nova around you that deals fire, cold and lightning damage.  All types of Elemental Nova that you have enabled have an equal chance to be cast.<ul></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Tranquillity","usable":["Sorcerer","Spellblade","Runemaster"],"points":"6","effect":"<span class=\"mod\"><span class=\"standout\">Ice Nova</span> has a higher chance to Freeze enemies.  <span class=\"standout\">Lightning Nova</span> has a chance to Shock enemies.  <span class=\"standout\">Fire Nova</span> has a chance to Ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ice Nova Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Nova Shock Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Nova Ignite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fiery Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Elemental Nova critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fire Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Enables <span class=\"standout\">Fire Nova</span>, which deals 8% more hit damage than other Elemental Nova types. All Elemental Nova hits deal more (multiplicative with other modifiers) damage.<ul><li class=\"mod\"><span class=\"standout\">Enables Fire Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+7%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flame Battery","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">You can store an additional charge of Elemental Nova.<ul><li class=\"mod\"><span class=\"standout\">Charges</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Freezing Cascade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Elemental Nova casts <span class=\"standout\">Freezing Cascade</span> on hit, creating a cascade of freezing novas that chain between enemies.<ul><li class=\"mod\"><span class=\"standout\">Freezing Cascade Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Freezing Cascade Cooldown (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glacial Might","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova deals more damage (multiplicative with other modifiers), but Elemental Nova costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+18% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glyphs of Winter","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Elemental Nova has a chance to chill enemies and an increased chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Ice Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Enables <span class=\"standout\">Ice Nova</span>, which has a freeze rate of 40. Elemental Nova hits deal more (multiplicative with other modifiers) damage.<ul><li class=\"mod\"><span class=\"standout\">Enables Ice Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+7%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Immolation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"8","effect":"<span class=\"mod\">Elemental Nova hits have a chance to Ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Infernal Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Elemental Nova has a significantly larger area of effect when directly cast, and ignites caused by Elemental Nova have increased duration, but Elemental Nova has a 4 second cooldown. The area of effect increase is smaller if Elemental Nova is channeled.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+250%</span></li><li class=\"mod\"><span class=\"standout\">Channeled Area</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Infernal Prism","usable":["Sorcerer","Spellblade","Runemaster"],"points":"7","effect":"<span class=\"mod\">Elemental Nova hits penetrate enemy elemental resistances.<ul><li class=\"mod\"><span class=\"standout\">Elemental Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lightning Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Enables <span class=\"standout\">Lightning Nova</span>, which has +1% critical strike chance compared to other Elemental Nova types. Elemental Nova hits deal more (multiplicative with other modifiers) damage.<ul><li class=\"mod\"><span class=\"standout\">Enables Lightning Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+7%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Luminaire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Elemental Nova becomes a channeled ability, unleashing 5 novas per second, and rapidly draining your mana. Elemental Nova has a smaller area of effect (multiplicative with other area modifiers).<ul><li class=\"mod\"><span class=\"standout\">Channeled Elemental Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Novas Per Second</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">48</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val negative\">-40%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Magical Barrier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">The <span class=\"standout\">Protective Strikes</span> and <span class=\"standout\">Survival of the Victor</span> nodes on this tree grant more ward.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Melting Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova has a chance to shred armour on hit and has increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Chance</span> <span class=\"val\">40% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">40% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Overcharge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Novas have a chance to be <span class=\"standout\">Overcharged</span>. Overcharged Novas shock enemies and have a larger area of effect.<ul><li class=\"mod\"><span class=\"standout\">Overcharge Chance</span> <span class=\"val\">8% per point</span></li><li class=\"mod\"><span class=\"standout\">Overcharge Shock Chance</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Overcharge Area</span> <span class=\"val\">+75%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Overload","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Overcharged</span> Elemental Novas deal more damage (multiplicative with other modifiers) and have increased stun chance.<ul><li class=\"mod\"><span class=\"standout\">Overcharge Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Overcharge Stun Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Protective Strikes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova hits have a chance to grant ward.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">20 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Chance</span> <span class=\"val\">7%</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shatter Nova","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Elemental Nova hits deal more damage against chilled enemies, frozen enemies, shocked enemies, and ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Damage Against Chilled</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">More Damage Against Frozen</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">More Damage Against Shocked</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">More Damage Against Ignited</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Silenced Spark","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You have additional lightning resistance while channeling, but Lightning Nova is disabled.  If you have not taken the <span class=\"standout\">Fire Nova</span> or <span class=\"standout\">Ice Nova</span> nodes, then this node re-enables basic Elemental Nova.<ul><li class=\"mod\"><span class=\"standout\">Lightning Resistance</span> <span class=\"val\">+75%</span></li><li class=\"mod\"><span class=\"standout\">Disables Lightning Nova</span> <span class=\"val\"></span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Spark Charges","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Elemental Nova hits have a chance to attach a <span class=\"standout\">Spark Charge</span>, which deals lightning damage to nearby enemies after 1 second or when the enemy dies.  Additionally, Elemental Nova deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spark Charge Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Star Prism","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Elemental Nova costs less mana per second to channel<ul><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Elemental Nova","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Survival of the Victor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Elemental Nova kills have a chance to grant ward.<ul><li class=\"mod\"><span class=\"standout\">Ward Chance</span> <span class=\"val\">14%</span></li><li class=\"mod\"><span class=\"standout\">Ward On Kill</span> <span class=\"val\">+15 per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Adept","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Fireball has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcane Divergence","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Fireball releases additional projectiles that fire in a cone when cast, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Burning Wounds","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Fireball hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance Against Ignited Enemies</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Conflagration","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Fireball hits have a higher chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Dancing Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Fireball releases additional projectiles. These additional projectiles are NOT reduced by the extra projectiles penalty via the <span class=\"standout\">Embers</span> node.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Embers","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Directly cast Fireballs fire in sequence in the same direction and can now hit the same target, but Fireball releases fewer projectiles and has less cast speed for each extra projectile (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Projectiles Fire In Sequence</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Projectiles Can Hit The Same Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val negative\">-50%</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed Per Extra Projectile</span> <span class=\"val negative\">-5%</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Eternal Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Flamethrower</span> costs less mana per second to channel.<ul><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val\">-9% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fire Spray","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Fireball releases additional projectiles that fire in a cone when cast, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fireball","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Cast a ball of fire towards the target. Has 40% chance to ignite on hit. Added spell damage applies at 125% effectiveness.<ul></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flame Burst","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Hitting the same enemy with several fireballs triggers a <span class=\"standout\">Flame Burst</span> around them .<ul><li class=\"mod\"><span class=\"standout\">Fireballs Required For Flame Burst</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flamethrower","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Fireball becomes a channelled ability that rapidly spews fireballs from your hand, but rapidly drains your mana. You do not regenerate mana while channelling.<ul><li class=\"mod\"><span class=\"standout\">Fireballs Per Second</span> <span class=\"val\">7</span></li><li class=\"mod\"><span class=\"standout\">Channeled</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val negative\">-70%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">30</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flammability","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Fireball hits have a chance to reduce enemy fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Fire Resistance Shred Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Forbidden Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Fireballs have a chance to pierce enemies (continue through targets it hits), but <span class=\"standout\">Flamethrower</span> costs more mana per second to channel.<ul><li class=\"mod\"><span class=\"standout\">Pierce Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val negative\">+12% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Igneous Force","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Nodes on this tree that add crit chance instead increase stun chance by 20 times the stated value.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance -> Stun Chance</span> <span class=\"val\">20x</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Immolated Core","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Fireball hits have additional fire penetration and lightning penetration.<ul><li class=\"mod\"><span class=\"standout\">Fire Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Infernal Legacy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Fireballs last longer, causing them to travel further.<ul><li class=\"mod\"><span class=\"standout\">Duration and Range</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Magma Shell","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You have additional Armor and Fire Resistance while channeling Fireball&#039;s <span class=\"standout\">Flamethrower</span>.<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+30 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Resistance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Sphere","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Fireball deals more damage (multiplicative with other modifiers) and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Orb of Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Improves Fireball&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+1.5% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Piercing Heat","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Fireball now pierces enemies (continue through targets it hits), but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Pierce Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+33% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Plasma Ball","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Half of Fireball&#039;s base fire damage is converted to lightning. Consequently this portion of its damage scales with increases to lightning damage, but not increases to fire damage.  Fireball gains a <span class=\"standout\">Lightning</span> tag.  Fireball also gains additional critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Base Damage -> Lightning</span> <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"standout\">Critical Strike Multiplier</span> <span class=\"val\">+35%</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Seeker's Ash","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Fireballs now seek nearby targets.<ul><li class=\"mod\"><span class=\"standout\">Homing</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Skira's Gambit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Fireball has additional critical strike chance, but it has less cast speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Crit Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Spreading Inferno","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Fireball hits have a chance to apply <span class=\"standout\">Spreading Flames</span>, an ailment which deals fire damage over time and spreads to nearby enemies.  Additionally all damage over time ailments applied by Fireball deal more damage (multiplicative with other modifier).<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unchained Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Fireball has increased cast speed and deals more damage for each extra projectile (multiplicative with other modifiers), but no longer fires extra projectiles.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+6%</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Extra Projectile</span> <span class=\"val\">+12%</span></li><li class=\"mod\"><span class=\"standout\">Single Projectile</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volatile flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Flame Burst requires fewer hits with Fireball to trigger.<ul><li class=\"mod\"><span class=\"standout\">Fireballs Required For Flame Burst</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Wildfire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Spreading Flames</span> applied by fireball has additional fire penetration<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Penetration</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Fireball","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Winged Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Fireball deals more damage (multiplicative with other modifiers) and travels faster, causing it to travel farther.<ul><li class=\"mod\"><span class=\"standout\">Speed And Range</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Astonish","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward is cast when you are stunned, if it is off cooldown and you have positive mana.<ul><li class=\"mod\"><span class=\"standout\">Cast Flame Ward When Stunned</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Barrier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You take less damage from hits while Flame Ward is active (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Less Hit Damage</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Blast Field","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward&#039;s retaliation hits in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Retaliation Area</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Concentrated Shielding","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Ward grants additional ward, but has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted</span> <span class=\"val\">+50 per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Desperate Defense","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Ward grants additional ward equal to a percentage of your missing health.<ul><li class=\"mod\"><span class=\"standout\">Percent Of Missing Health Granted As Ward</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Dilation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Ward costs less mana. Flame Ward and Fire Aura last longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Dual Aegis","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward can store an additional charge, allowing you to use it twice before it goes on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Energize","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Ward grants ward over time while active.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Second</span> <span class=\"val\">+15 per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Eye of Flame","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Fire Aura</span> deals more damage (multiplicative with other modifiers). This also effects Fire Aura from sources other than Flame Ward.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura Damage</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fire Aura","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">While active, Flame Ward grants you <span class=\"standout\">Fire Aura</span>, a spell that deals fire damage over time to surrounding enemies.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flame Runner","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You have <span class=\"standout\">Haste</span> while Flame Ward is active.<ul><li class=\"mod\"><span class=\"standout\">Gain Haste</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flame Ward","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Grants a burst of 400 ward. Then for 3 seconds, hits deal 30% less damage to you and cause a retaliatory burst of flames.<ul></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fortification","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward grants significantly more ward, but no longer retaliates.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted</span> <span class=\"val\">+150</span></li><li class=\"mod\"><span class=\"val negative\">No Longer Retaliates</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frost Ward","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward is converted to Cold. This converts the base damage of the retaliation, granting it a freeze rate, and converts any fire damage modifiers from nodes on this tree.  This also globally converts <span class=\"standout\">Fire Aura</span> to cold and grants it a Freeze Rate.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Retaliation Freeze Rate</span> <span class=\"val\">40</span></li><li class=\"mod\"><span class=\"standout\">Fire Aura Freeze Rate Per Second</span> <span class=\"val\">48</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frostguard","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward grants armor while active.<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+200 per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fuel The Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Ward grants more ward, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+1 per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glacial Reinforcement","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward grants additional block chance, block effectiveness, and ward on block while active.<ul><li class=\"mod\"><span class=\"standout\">Block Chance</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Block Effectiveness</span> <span class=\"val\">+500 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gained On Block</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Infusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward grants increased fire damage while active  If Flame Ward is converted to cold or lightning, then this damage increase is also converted.<ul><li class=\"mod\"><span class=\"standout\">Increased Fire Damage</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lightning Ward","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward is converted to Lightning, unless it has been converted to cold. This converts the base damage of the retaliation, and any fire damage modifiers from nodes on this tree.  This also globally converts <span class=\"standout\">Fire Aura</span> to lightning, unless it has been converted to cold.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Lightning</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mental Aegis","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Mana now absorbs damage while Flame Ward is active. Each point of mana shields 5 health and ward.<ul><li class=\"mod\"><span class=\"standout\">Percent Of Damage Absorbed</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Prismatic Buffer","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Ward reduces elemental damage taken while active (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Elemental Damage Taken</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Recollection","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Flame Ward grants increased ward retention while active.<ul><li class=\"mod\"><span class=\"standout\">Ward Retention</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Retribution","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward&#039;s retaliation hits deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Retaliation Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Rimeskin","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward&#039;s retaliation hits have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Retaliation Freeze Rate</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Selfless Sorcery","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward can be cast on allies.  This has no effect if you have taken the <span class=\"standout\">Mental Aegis</span> node.<ul><li class=\"mod\"><span class=\"standout\">Can Cast On Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shrewd Shielding","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Ward costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Stalwart Defense","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward grants additional ward.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted</span> <span class=\"val\">+40 per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Telepyrosis","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Ward&#039;s retaliation is centered on the enemy that hits you, but it hits in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Centered On Enemy</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Retaliation Area</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Through Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Ward grants additional fire damage to attacks and spells while active.  If Flame Ward is converted to cold or lightning, then this added damage is also converted.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Warden Pulse","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Enemies around you are knocked back when you use Flame Ward<ul><li class=\"mod\"><span class=\"standout\">Knock Back</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Ward","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Warmth","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Ward grants increased mana regeneration while active.<ul><li class=\"mod\"><span class=\"standout\">Mana Regen</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Burning Aura","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Focus grants a chance to ignite nearby enemies each second while channeled and causes you to take less damage from ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken from Ignited Enemies</span> <span class=\"val\">-4% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Calm Mind","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The mana gained from the Null Profusion and Null Infusion nodes is also gained as ward, but Focus has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Instant Mana Gain Also Applies To Ward</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Chilling Aura","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Focus grants a chance to chill nearby enemies each second while channeled and causes you to take less damage from chilled enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken from Chilled Enemies</span> <span class=\"val\">-4% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Conveyance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You teleport to the target location when you start channelling Focus, as long as the location is accessible. This does not count as casting the Teleport skill and is not affected by Teleport&#039;s skill tree.  Focus now counts as a <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Teleport at Start</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Does not use the Teleport Skill or Tree</span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Desperate Meditation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Focus grants increased mana regeneration while channeled proportional to the amount of mana you are missing when you start channeling.<ul><li class=\"mod\"><span class=\"standout\">Increased Mana Regen Per Missing Mana</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Energy Battery","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">When you finish channeling, you unleash a wave of lightning with base damage equal to a percentage of the mana you gained while channeling.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained -> Lightning Damage</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Energy Infusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You gain Haste for 1 second per 20 mana you gained while channeling once you finish channeling. Maximum of 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Haste After Channeling</span> <span class=\"val\"></span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Energy Overflow","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You unleash waves of lightning with base damage equal to a percentage of your maximum mana to nearby enemies each second while channeling.<ul><li class=\"mod\"><span class=\"standout\">Maximum Mana -> Lightning Damage</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Everward","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Focus grants additional ward retention while channeled.<ul><li class=\"mod\"><span class=\"standout\">Ward Retention</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Focus","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Hold ability key to channel. While channelling you have 100% increased mana regen and gain 10 ward per second. After channelling for exactly one second you recover 10% of missing mana and gain a burst of 40 mana and ward.<ul></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Friendly Focus","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Focus can be cast on allies.<ul><li class=\"mod\"><span class=\"standout\">Can Cast On Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Inner Growth","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Focus heals the target each second while channeled.<ul><li class=\"mod\"><span class=\"standout\">Health Per Second</span> <span class=\"val\">6 per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Iron Stance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Focus heightens your armor while channeling (multiplicative with other modifiers) and grants you additional armor based on your intelligence.<ul><li class=\"mod\"><span class=\"standout\">More Armor</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Armour per Intelligence</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Flooded","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Focus grants increased mana regeneration while channeled.<ul><li class=\"mod\"><span class=\"standout\">Increased Mana Regen</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mind Shell","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Focus grants additional ward per second while channeled.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Second</span> <span class=\"val\">5 per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mind's Eye","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Focus has increased healing effectiveness per point of intelligence.<ul><li class=\"mod\"><span class=\"standout\">Healing Effectiveness Per Intelligence</span> <span class=\"val\">6%</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mind's Shield","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You gain ward equal to a percentage of the mana you gained once you finish channeling.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained -> Ward Gain</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Nerve Center","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Shocks, chills and ignites inflicted by Focus have a longer duration.<ul><li class=\"mod\"><span class=\"standout\">Shock Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Null Infusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Casting Focus while at negative mana instantly grants mana equal to a percentage of your maximum mana, but Focus has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained While Negative</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val negative\">+1 per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Null Profusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Casting Focus while at negative mana instantly grants mana equal to a percentage of your maximum mana, but Focus has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Max Mana Gained While Negative</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (Seconds)</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Overcharge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Focus can increase your current mana to a percentage above your maximum mana. The excess decays at a rate of 10 mana per second after you stop channeling.<ul><li class=\"mod\"><span class=\"standout\">Mana Overcharge</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Prism Barrier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Focus grants additional resistance while channeled.<ul><li class=\"mod\"><span class=\"standout\">All Resistances</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Prismatic Stance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Focus grants less elemental damage taken while channeled (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Elemental Damage Taken</span> <span class=\"val\">-7% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Rapid Overflow","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Energy Overflow</span> is cast more frequently.<ul><li class=\"mod\"><span class=\"standout\">Energy Overflow Frequency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Resolute Stance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Focus grants increased health regeneration while channeled.<ul><li class=\"mod\"><span class=\"standout\">Increased Health Regen</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Revelation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">The burst of ward and mana after channelling for exactly one second grants additional ward and mana.<ul><li class=\"mod\"><span class=\"standout\">Ward From Burst</span> <span class=\"val\">+25 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana From Burst</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shocking Aura","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Focus grants a chance to shock nearby enemies each second while channeled and causes you to take less damage from shocked enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken from Shocked Enemies</span> <span class=\"val\">-4% per point</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unbound Thought","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Focus no longer has a cooldown, but the burst no longer grants mana.  This node has no effect if you have either the <span class=\"standout\">Null Profusion</span> node or the <span class=\"standout\">Conveyance</span> node.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana From Burst</span> <span class=\"val negative\">-100%</span></li></ul>"},{"skill":"Focus","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unstable Energy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">The waves of lightning released by the Energy Overflow and Energy Battery nodes deal more damage while you are at full mana (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Lightning Wave Base Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"A Crack in the Ice","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When the second cast from <span class=\"standout\">On Through The Snow</span> is released, Frost Claw is also cast back towards you.  Frost Claw&#039;s mana cost is increased.<ul><li class=\"mod\"><span class=\"standout\">Return Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+30%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Age of Vengeance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">For each active <span class=\"standout\">Ice Spiral</span>, Glacier gains increased area and additional cold penetration, and Snap Freeze gains increased area and freeze duration.<ul><li class=\"mod\"><span class=\"standout\">Glacier Area per Ice Spiral</span> <span class=\"val\">+8%</span></li><li class=\"mod\"><span class=\"standout\">Glacier Cold Penetration per Ice Spiral</span> <span class=\"val\">+12%</span></li><li class=\"mod\"><span class=\"standout\">Snap Freeze Area per Ice Spiral</span> <span class=\"val\">+16%</span></li><li class=\"mod\"><span class=\"standout\">Snap Freeze Freeze Duration per Ice Spiral</span> <span class=\"val\">+4%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Artor's Sceptre","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Frost Claw deals more damage (multiplicative with other modifiers), and its hits have a chance to inflict <span class=\"standout\">Frostbite</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Brightfrost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have increased cast speed with Frost Claw.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Celestial Conflux","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Elemental Nova</span> when Frost Claw&#039;s projectiles reach the target.  This consumes mana equal to Elemental Nova&#039;s mana cost and cannot trigger if you are out of mana.<ul><li class=\"mod\"><span class=\"standout\">Elemental Nova Chance</span> <span class=\"val\">14% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Chaos Whirl","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">When you cast <span class=\"standout\">Ice Spirals</span> there is a chance that the number of projectiles will be doubled and they&#039;ll all deal double damage.<ul><li class=\"mod\"><span class=\"standout\">Chance for Double Ice Spirals</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Ice Spiral Damage when Doubled</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cold and Calculating","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Claw has a higher chance to freeze based on its critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier per 1% Crit Chance</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cold Star","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Frost Claw deals more damage (multiplicative with other modifiers) and its explosion deals damage in a larger area. These bonuses are doubled if you have at least 1200 ward.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled with at least 1200 ward</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Ever Onward","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The second cast from <span class=\"standout\">On Through The Snow</span> causes a third cast. The third cast can hit the same enemies as the first and second casts.  Frost Claw costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Third Cast Behind Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fen of the Frozen","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Frost Claw hits have a chance to <span class=\"standout\">Slow</span> and <span class=\"standout\">Chill</span>.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frost Beyond Time","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frostbite, chill, slow, ignite, and shock inflicted by Frost Claw last longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Ailment Duration</span> <span class=\"val\">25%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frozen Malice","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The second cast from <span class=\"standout\">On Through The Snow</span> targets a random enemy that is 3 to 9 meters away from the original target location.  Frost Claw costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Second Cast Aimed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frozen Reign","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Claw has a lower mana cost and it deals more hit damage (multiplicative with other modifiers) to frozen enemies, but its projectiles are slower.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-3</span></li><li class=\"mod\"><span class=\"standout\">Damage vs Frozen</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val negative\">-30%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frozen Sleeper","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Gain a stack of Frozen Sleeper every second up to a maximum. When you cast Frost Claw it consumes all stacks to gain cold penetration per stack and release an <span class=\"standout\">Ice Spiral</span> for each stack.<ul><li class=\"mod\"><span class=\"standout\">Max Stacks</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Penetration per Stack</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Ice Spirals on Cast per Stack</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Gift of Winter","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Directly casting Frost Claw costs less mana and you have a chance to regain mana when you cast it.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to gain 12 mana on Direct Cast</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glamdring","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Frost Claw deals additional spell damage based on your added melee damage.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per 3 Melee Damage</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Hand of Morditas","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Claw has 2 additional projectiles allowing it to hit enemies in a wider area on the way to the target.  Frost Claw costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Kolheim Ballista","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">If you have an active <span class=\"standout\">Ice Barrage</span> when you hit an enemy with Frost Claw, that Ice Barrage fires faster for the rest of its duration, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Ice Barrage Rate of Fire on Hit</span> <span class=\"val\">+4%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Rate of Fire Increase</span> <span class=\"val\">60%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lava Talon","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Claw&#039;s base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage.   Chill chance from all sources is converted to ignite chance.  Swaps Frost Claw&#039;s <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Macuahuitl","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">When you use a melee attack and hit at least one enemy you have a chance to cast Frost Claw towards it, or at another nearby enemy if the hit killed the original target.  This effect consumes mana equal to a portion of Frost Claw&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast On Melee Hit</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">80%</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"On Through The Snow","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Directly casting Frost Claw causes it to recast from the target location to a location 4 meters behind it. The second can hit the same enemies as the first cast.  Frost Claw costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Second Cast Behind Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Power Word: Hail","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Ice Barrage</span> in the target direction when you cast Frost Claw.  This consumes mana equal to Ice Barrage&#039;s mana cost and cannot trigger if you are out of mana.<ul><li class=\"mod\"><span class=\"standout\">Ice Barrage Chance</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Rending Cascade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Frost Claw has a higher chance to freeze enemies and a higher chance to critically strike.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Reowyn's Veil","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you cast Frost Claw you gain ward based on its Freeze Rate Multiplier.<ul><li class=\"mod\"><span class=\"standout\">Ward per 60% Freeze Rate Multiplier</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Runic Invocation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Three projectiles arc to the target location to create a burst of frost. Added spell damage applies to the burst at 100% effectiveness and it has a freeze rate of 40.<ul></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shiver Shell","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">When you are hit by an enemy you have a chance to retaliate with Frost Claw.  When you cast Frost Claw by any method you gain Ward.<ul><li class=\"mod\"><span class=\"standout\">Retaliation Chance</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gained on Cast</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Spark Artillery","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Claw&#039;s base cold damage is converted to lightning, unless it has already been converted to fire. Consequently this damage scales with increases to lightning damage, but not increases to cold damage.   Frostbite chance from all sources is converted to shock chance.  Swaps Frost Claw&#039;s <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Spark of Celerity","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Frost Claw&#039;s projectiles are faster and it costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Frost Claw","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volley of Glass","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Claw no longer creates a burst of damage at the target, but its projectiles are now staggered and they can all hit the same target.  Frost Claw&#039;s mana cost is increased, it no longer has the <span class=\"standout\">Area</span> tag and it has a lowered base freeze rate.<ul><li class=\"mod\"><span class=\"standout\">All Projectiles Hit Same Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Burst</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val negative\">-20</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Breaking Point","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Glacier costs less mana and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Chilling Force","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Each of Glacier’s explosions has a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cold Snap","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Glacier’s middle-sized explosion deals significantly more damage (multiplicative with other modifiers), but Glacier costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Middle Explosion Damage</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+40% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cold Victory","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Glacier kills grant mana equal to a percentage of your maximum mana.<ul><li class=\"mod\"><span class=\"standout\">Percent Of Maximum Mana Gained On Kill</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Critical Barrier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You gain ward on critical strikes with Glacier.<ul><li class=\"mod\"><span class=\"standout\">Ward On Crit</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Critical Rejuvenation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Critical hits with Glacier grant mana equal to a percentage of your maximum mana, up to a limited number of times per second.<ul><li class=\"mod\"><span class=\"standout\">Percent Of Maximum Mana Gained</span> <span class=\"val\">1%</span></li><li class=\"mod\"><span class=\"standout\">Times Per Second</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Endless Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Chill chance granted by this tree is doubled. Glacier hits deal more damage to chilled enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Chilled</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Double Chill Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Engulfing Vortex","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Ice Vortices</span> created by Glacier have a chance to instead become a <span class=\"standout\">Greater Ice Vortex</span> that deals significantly more damage and has a larger radius.<ul><li class=\"mod\"><span class=\"standout\">Greater Ice Vortex Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Greater Ice Vortex Damage</span> <span class=\"val\">+150%</span></li><li class=\"mod\"><span class=\"standout\">Greater Ice Vortex Radius</span> <span class=\"val\">+60%</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fading Echoes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Glacier’s explosions occur in reverse order.<ul><li class=\"mod\"><span class=\"standout\">Explosions In Reverse Order</span> <span class=\"val\"></span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frost Grip","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Glacier has an increased chance to freeze and stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glacier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Creates three successively larger ice explosions in the target direction. Each explosion deals more damage than the last.<ul></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Greater Chilling","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Glacier’s largest explosion deals more damage (multiplicative with other modifiers) and has a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Largest Explosion Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Largest Hit Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Greater Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Glacier’s largest explosion deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Largest Explosion Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Greater Vortex","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Glacier’s largest explosion has a greater chance to create an <span class=\"standout\">Ice Vortex</span>, and the <span class=\"standout\">Rime</span> buff has increased effect.<ul><li class=\"mod\"><span class=\"standout\">Largest Hit Ice Vortex Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Rime Effect</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lesser Chilling","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Glacier’s smallest explosion has a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Smallest Hit Chill Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lesser Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Glacier’s smallest explosion deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Smallest Explosion Damage</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lesser Glacier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Glacier costs less mana, but the largest explosion is disabled.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-80%</span></li><li class=\"mod\"><span class=\"val negative\">Largest Explosion Disabled</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lesser Vortex","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Glacier’s smallest explosion has a chance to create an <span class=\"standout\">Ice Vortex</span>, which lasts for 4 seconds and deals spell cold damage over time.<ul><li class=\"mod\"><span class=\"standout\">Smallest Hit Ice Vortex Chance</span> <span class=\"val\">40%</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Moderate Chilling","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Glacier’s middle-sized explosion deals more damage (multiplicative with other modifiers) and has a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Middle Explosion Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Middle Hit Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Moderate Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Glacier’s middle-sized explosion deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Middle Explosion Damage</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Moderate Vortex","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Glacier’s middle-sized explosion has a greater chance to create an <span class=\"standout\">Ice Vortex</span>, and the <span class=\"standout\">Rime</span> buff has increased duration.<ul><li class=\"mod\"><span class=\"standout\">Middle Hit Ice Vortex Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Rime Duration</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Morditas' Bane","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Glacier deals more hit damage to rare and boss enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Rares And Bosses</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Perma Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Glacier has a higher chance to freeze enemies, but deals less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+150% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Resplendent Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Greatly improves Glacier’s base critical strike chance, but reduces its critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Rime Caster","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">When you cast Glacier you gain the <span class=\"standout\">Rime</span> buff which increases your damage over time and freeze rate multiplier.<ul><li class=\"mod\"><span class=\"standout\">Global Damage Over Time</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Freeze Rate Multiplier</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Rime Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Snow Blink","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly cast Glacier you are teleported to the target location, as long as the location is accessible. This does not count as casting the Teleport skill and is not affected by Teleport&#039;s skill tree.  Glacier also gains a cooldown and now counts as a <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Teleport to Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Does not use the Teleport Skill or Tree</span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (seconds)</span> <span class=\"val negative\">5</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Static Collapse","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">All of Glacier’s explosions occur at a target location, but Glacier&#039;s critical hits no longer deal extra damage (compared to non-critical hits).<ul><li class=\"mod\"><span class=\"standout\">Targeted Glacier</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Crits No Longer Deal Extra Damage</span></li></ul>"},{"skill":"Glacier","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Whirlpools","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Each of Glacier’s explosions has a chance to create an <span class=\"standout\">Ice Vortex</span>, which lasts for 4 seconds and deals spell cold damage over time.<ul><li class=\"mod\"><span class=\"standout\">Ice Vortex Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcing Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Lightning Blast chains an additional time for each Lightning Blast you have directly cast recently up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Additional Chains</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Additional Chains Per Recent Direct Cast</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Bitter Burst","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Lightning Blast has a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Blinding Light","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Lightning Blast hits have a chance to blind enemies.<ul><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Chain Lightning","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Lightning blast can chain additional times, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Maximum Additional Chains</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Closed Circuit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast can now chain to you or your allies, granting increased damage and critical strike chance for 4 seconds. This buff cannot stack.<ul><li class=\"mod\"><span class=\"standout\">Chains To Allies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Damage Granted</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance Granted</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cloud Answer","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Lightning Blast hits have a chance to apply a <span class=\"standout\">Spark Charge</span>.<ul><li class=\"mod\"><span class=\"standout\">Spark Charge Chance On Hit</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Convergence","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast chains now hit the same target after a delay, but no longer chains to additional enemies. Lightning Blast chains half as many times rounded up.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Chains Only To First Target Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Half Maximum Chains</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Countenance of Mana","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Reduces Lightning Blast&#039;s channel cost if Lightning Blast cannot chain.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second if Lightning Blast Cannot Chain</span> <span class=\"val\">-10 per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Crackling Speed","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Lightning Blast has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Divergence","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast hits have added lightning damage, and Lightning Blast chains can fork in addition to chain.<ul><li class=\"mod\"><span class=\"standout\">Added Lightning Damage</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Lightning Blast Can Fork Or Chain</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Effluent Defense","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Casting Lightning Blast grants you ward per mana spent. This only counts the upfront mana cost, not the channelling cost if Lightning Blast is channelled.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained Per Mana Spent</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Final Spark","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">If Lightning Blast hits an enemy already affected by <span class=\"standout\">Spark Charge</span> the Spark Charge explodes, dealing lightning damage to all nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Detonate Spark Charges</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Focal Blast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast now deals damage to all enemies in a line, but no longer chains or forks. Lightning Blast hits deal more damage (multiplicative with other modifiers) for each time it would have chained (up to your maximum).  This node is incompatible with the <span class=\"standout\">Insidious Conduction</span> node. If you have taken both, <span class=\"standout\">Insidious Conduction</span> will not work.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Deals Damage In A Line</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Per Maximum Additional Chains</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frontloaded","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Lightning Blast deals more damage (multiplicative with other modifiers), but this damage bonus is lessened each time Lightning Blast chains.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Less Bonus Damage Per Chain</span> <span class=\"val negative\">25%</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Halo Effect","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Lightning Blast has a chance to create a <span class=\"standout\">Spark Nova</span> around the first enemy hit. Spark Nova deals spell lightning damage to all enemies in a small area.<ul><li class=\"mod\"><span class=\"standout\">Spark Nova Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Hypercharge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When double casting, Lightning Blast instead has a chance to quadruple cast.  Lightning Blast cannot quadruple cast if it is channelled.<ul><li class=\"mod\"><span class=\"standout\">Quadruple Cast Chance</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Innate Conduit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">While out of mana, Lightning Blast has no cost, but cannot chain.<ul><li class=\"mod\"><span class=\"standout\">Out-Of-Mana Cost</span> <span class=\"val\">0</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Chain</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Insidious Conduction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast is now a powerful channelled attack, hitting enemies caught within it but costs mana per second to channel and provides less ward when you hit enemies. You do not regenerate mana while channelling.  This is incompatible with the <span class=\"standout\">Focal Blast</span> node. If you have taken both, this will not work.  Lightning Blast cannot double cast and only chains every 5th cast if it is channelled.  Lightning blast hits grant half as much ward from the <span class=\"standout\">Positive Protection</span> node and have 50% reduced chance to apply ailments.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Is Channelled</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">40</span></li><li class=\"mod\"><span class=\"standout\">Casts Between Chaining</span> <span class=\"val negative\">4</span></li><li class=\"mod\"><span class=\"standout\">Ward On Hit</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lightning Attunement","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">When you cast Lightning Blast you have a chance to be granted <span class=\"standout\">Lightning Aegis,</span> which grants 50% increased lightning damage and 25% less damage taken. Lightning Aegis causes an explosion of lightning damage when you lose 25% of your health or after 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Lightning Aegis Chance On Cast</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lightning Blast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Hurl a bolt of lightning at the target. It chains to an additional enemy for each time it has been directly cast in the last 4 seconds, up to 2 times.<ul></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mortal Capacitor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Spark Charges</span> applied by Lightning Blast deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spark Charge Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Overcharge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Lightning Blast has a chance to double cast, and Lightning Blast critical strikes deal more damage.  Lightning Blast cannot double cast if it is channelled or cast by another skill.<ul><li class=\"mod\"><span class=\"standout\">Doublecast Chance</span> <span class=\"val\">8% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Positive Protection","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Lightning Blast hits grant you ward.<ul><li class=\"mod\"><span class=\"standout\">Ward On Hit</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shattershock","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Lightning Blast hits deal more damage to chilled or shocked enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Shocked Enemies</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage Against Chilled Enemies</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Storm Razor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Improves Lightning Blast&#039;s base critical strike chance, and Lightning Blast deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Base Critical Strike Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Supercharged Floes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast now has a chance to freeze and its base lightning damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to lightning damage.  Shock chance from this tree is converted to chill chance.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock Chance -> Chill Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">46</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Surging Influence","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Lightning Blast chains have increased range.<ul><li class=\"mod\"><span class=\"standout\">Chain Range</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Lightning Blast","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volatile Lightning","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Lightning Blast hits have a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcanist's Blade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike&#039;s mana orbs restore additional mana.<ul><li class=\"mod\"><span class=\"standout\">Mana from Mana Orbs</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Avatar of Hunger","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike leeches a percentage of damage dealt as health while you are not on full mana.<ul><li class=\"mod\"><span class=\"standout\">Leech While Not Full Mana</span> <span class=\"val negative\">+1% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Bountiful Victory","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Mana Strike instantly restores mana when it kills an enemy, or when it hits a boss or rare enemy.<ul><li class=\"mod\"><span class=\"standout\">Mana Instantly Restored on Kill</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Instantly Restored on Boss or Rare Hit</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Breaking Current","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Mana Strike has a chance to shred enemy physical resistance and a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Celestial Precision","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike gains additional critical strike chance equal to a percentage of your current mana, but its base critical strike chance is removed.<ul><li class=\"mod\"><span class=\"standout\">Current Mana -> Critical Chance</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val negative\">-5%</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Critical Mana","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Mana Strike instantly restores mana when it critically strikes an enemy.<ul><li class=\"mod\"><span class=\"standout\">Mana Instantly Restored on Crit</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Critical Rejuvenation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike has significant additional critical strike chance, but Mana Strike&#039;s critical strikes no longer deal extra damage.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"val negative\">No Critical Multiplier</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Explosive Flurry","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike has increased attack speed. <span class=\"standout\">Mana Arc</span>&#039;s mana consumption is reduced.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Arc Mana Consumption</span> <span class=\"val\">-20% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frigid Grasp","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike&#039;s base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It now has a chance to freeze enemies.  Shock chance on hit from all sources is converted to frostbite chance for Mana Strike.  Swaps Mana Strike&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Cleave","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike now has a cooldown. It grants more mana gained from mana orbs and instant restoration, and it has more area of effect (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+120%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">4</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Drain","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Mana Strike grants more mana gained (multiplicative with other modifiers) from its mana orbs and instant restoration.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Spark","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike has additional melee lightning damage equal to a percentage of your current mana.<ul><li class=\"mod\"><span class=\"standout\">Current Mana -> Added Melee Lightning Damage</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Storm","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike additionally strikes enemies it hits with <span class=\"standout\">Mana Arc</span> while you are not out of mana. <span class=\"standout\">Mana Arc</span> consumes 10 mana.<ul><li class=\"mod\"><span class=\"standout\">Casts Mana Arc At Positive Mana</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Arc Mana Consumption</span> <span class=\"val negative\">10</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Strike","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">A melee attack that hits all enemies in an area in front of you. If it hits at least one enemy, it creates a mana orb that returns to you and restores 15 mana.<ul></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mind Warden","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Transfusion</span> grants more ward (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Power Surge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike deals more damage (multiplicative with other modifiers), but <span class=\"standout\">Mana Arc</span>&#039;s mana consumption is increased.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Arc Mana Consumption</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Reclamation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike&#039;s mana orbs restore additional mana while you are out of mana.<ul><li class=\"mod\"><span class=\"standout\">Mana from Mana Orbs while Out Of Mana</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Repulsing Strikes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike has a chance to knock enemies back on hit.  This effect has a 2 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Knockback Chance</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Rune Sap","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike hits grant you increased spell damage for 4 seconds. This effect can stack, and is doubled when hitting a boss or rare enemy.<ul><li class=\"mod\"><span class=\"standout\">Global Spell Damage Per Enemy Hit</span> <span class=\"val\">4% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled On Bosses And Rares</span> <span class=\"val\"></span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shocking Force","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike deals more damage (multiplicative with other modifiers) and has a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Spark Charges","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Mana Strike hits have a chance to attach a <span class=\"standout\">Spark Charge</span>.<ul><li class=\"mod\"><span class=\"standout\">Spark Charge Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Sprite Blade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Mana Strike has an increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Star Guide","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly use Mana Strike and hit at least one enemy, you have a chance to cast <span class=\"standout\">Static Orb</span>. This chance is doubled while you are above 80% mana. This effect can occur up to 3 times per 2 seconds, and consumes 120% of Static Orb&#039;s mana cost.  If Mana Strike has a cooldown, this effect is guaranteed.<ul><li class=\"mod\"><span class=\"standout\">Static Orb Chance</span> <span class=\"val\">15%</span></li><li class=\"mod\"><span class=\"standout\">Chance Doubled While Above 80% Mana</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit Per 2 seconds</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Starved Strikes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Mana Strike deals more damage (multiplicative with other modifiers) while you are not on full mana.<ul><li class=\"mod\"><span class=\"standout\">Damage While Not Full Mana</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Swift Sap","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Mana Strike has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Teleporting Strikes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Mana Strike hits enemies near the target location, rather than in front of you, but grants significantly less mana (multiplicative with other modifiers) from mana orbs and instant restoration.<ul><li class=\"mod\"><span class=\"standout\">Mana Strike Is Ranged</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Auto Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val negative\">-80%</span></li></ul>"},{"skill":"Mana Strike","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Transfusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">A portion of the mana gained from Mana Strike&#039;s mana orbs is instead gained as twice as much ward.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain -> Twice as Much Ward Gain</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Adept","usable":["Sorcerer","Spellblade","Runemaster"],"points":"8","effect":"<span class=\"mod\">Snap Freeze has increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Cryomancy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Freeze inflicted by Snap Freeze last longer.<ul><li class=\"mod\"><span class=\"standout\">Freeze Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Deadly Aurora","usable":["Sorcerer","Spellblade","Runemaster"],"points":"6","effect":"<span class=\"mod\"><span class=\"standout\">Frostbite</span> inflicted by Snap Freeze has additional Cold Penetration.<ul><li class=\"mod\"><span class=\"standout\">Cold Penetration with Frostbite</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Deathly cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Snap Freeze hits deal additional spell cold damage.<ul><li class=\"mod\"><span class=\"standout\">Spell Cold Damage</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Electrocute","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Snap Freeze critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flash Freeze","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Snap Freeze has a shorter cooldown, but Freeze inflicted by Snap Freeze has reduced duration.<ul><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val\">-16%</span></li><li class=\"mod\"><span class=\"standout\">Freeze Duration</span> <span class=\"val negative\">-16%</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Focused Current","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Improves Snap Freeze’s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Focused Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Snap Freeze costs less mana, but has a narrower area of effect.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cone Width</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Freezing Mist","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Freeze inflicted by Snap Freeze has a longer duration, but has a narrower area of effect.<ul><li class=\"mod\"><span class=\"standout\">Freeze Duration</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Cone Width</span> <span class=\"val negative\">-10%</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frostbite","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Snap Freeze inflicts <span class=\"standout\">Frostbite</span> on all enemies within its area of effect.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frozen Ground","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Snap Freeze leaves a patch of <span class=\"standout\">Frozen Ground</span> for 5 seconds, which chills all enemies who walk on it. Frostbite inflicted by Snap Freeze last longer.<ul><li class=\"mod\"><span class=\"standout\">Creates Frozen Ground</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite Duration</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frozen Monolith","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Snap Freeze also freezes yourself for 2 seconds. You cannot take damage while frozen this way.<ul><li class=\"mod\"><span class=\"standout\">Invulnerable While Frozen</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Self-Freeze</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Gale Force","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Snap Freeze knocks enemies back.<ul><li class=\"mod\"><span class=\"standout\">Knockback (Meters)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lasting Cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Snap Freeze has a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Memory of Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You can store an additional charge of Snap Freeze, but Snap Freeze has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Charges</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Permafrost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Chill caused by Snap Freeze has increased duration. If you have taken the <span class=\"standout\">Snap Shock</span> node, this increases Shock duration instead.<ul><li class=\"mod\"><span class=\"standout\">Chill Duration</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Sap Warmth","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You steal cold resistance from enemies hit by Snap Freeze, causing you to gain cold resistance for 4 seconds and the enemies hit to lose it.<ul><li class=\"mod\"><span class=\"standout\">Cold Resistance Stolen</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shatter","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Snap Freeze hits and deals spell cold damage and can apply on-hit effects, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Snap Freeze Applies On-Hit Effects</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Spell Cold Damage</span> <span class=\"val\">+5</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+35%</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shiver Armor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You have additional armor and cold resistance while Snap Freeze is on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Armor On Cooldown</span> <span class=\"val\">+50 per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Resistance On Cooldown</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Snap Freeze","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Freezes enemies in a cone in front of you. Freeze lasts for 2 seconds.  20% of remaining cooldown recovered whenever you freeze an enemy, including with Snap Freeze itself. This effect can occur a maximum of two times each second.<ul></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Snap Shock","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Snap Freeze no longer freezes and its base cold damage is converted to lightning damage. Consequently this damage scales with increases to lightning damage, but not increases to cold damage.  Adds 4 lighting damage for each second of freeze duration.   All chill chance is converted to shock chance, and all nodes which rely on targets being frozen or chilled now work on shocked enemies instead.<ul><li class=\"mod\"><span class=\"standout\">Cold Damage -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill Chance -> Shock Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Lightning Damage Per Second Of Freeze</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Snow Flurry","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Snap Freeze costs less mana and has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Spark Surge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Snap Freeze hits deal more damage (multiplicative with other modifiers) per stack of <span class=\"standout\">Shock</span> on the target.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage per Shock</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Snap Freeze","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Wandering Fog","usable":["Sorcerer","Spellblade","Runemaster"],"points":"7","effect":"<span class=\"mod\">Snap Freeze’s area of effect extends further away from you.<ul><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Arcblast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Discharge has a significantly higher range, but can only hit enemies within a 90 degree arc.<ul><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">Limited To Arc Attack</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Critical Mass","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Discharge’s critical strikes deal more damage if you have over 100 charges when you discharge.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier Over 100 Charges</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Diode","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Lightning Blasts from <span class=\"standout\">Overload</span> have additional critical strike chance and a chance to chain additional times.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance for +4 Chains</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Electrify","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Improves Discharge’s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Electrode","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Discharge shocks enemies on hit. Each enemy is inflicted with 1 stack of shock for each 50 charges expended, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Shocks Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Shock Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Empower","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Discharge deals additional spell lightning damage (doubled if you have at least 80 charges).<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Forked Lightning","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Discharge hits more enemies.<ul><li class=\"mod\"><span class=\"standout\">Enemies Hit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fulminating Blows","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Your next melee attack grants charges on hit. This effect has a 1 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Charge On Melee Hit</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"High Voltage","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">You gain charges faster while moving.<ul><li class=\"mod\"><span class=\"standout\">Movement Charge Rate</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Imbued Lightning","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">After discharging, your next spell and melee attack deal additional lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Additional Spell And Melee Lightning Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Insulation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Discharge grants ward proportional to your charges, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained Per Charge</span> <span class=\"val\">+0.25 per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+1 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Kickstart","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static&#039;s cooldown resets when you reach your maximum number of charges.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Reset at Maximum Charges</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lightning Cleave","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Discharge hits an additional enemy for every 50 charges you have when you discharge.<ul><li class=\"mod\"><span class=\"standout\">Additional Enemy Hit Per 50 Charges</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Momentum","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You gain <span class=\"standout\">Haste</span> for 1 second per 50 charges when you discharge.<ul><li class=\"mod\"><span class=\"standout\">Haste On Discharge</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Oscillate","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Nearby enemies are knocked back when you discharge.<ul><li class=\"mod\"><span class=\"standout\">Knockback Nearby Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Overcharge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">You have a higher maximum amount of charges.<ul><li class=\"mod\"><span class=\"standout\">Maximum Charges</span> <span class=\"val\">+25 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Overload","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">While over 80 charges, you expend 10 charges to cast <span class=\"standout\">Lightning Blast</span> at an enemy within 8 meters every second. This effect consumes Lightning Blast&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Nearby Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Lightning Blast Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Power Surge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly cast Static, Discharge deals additional lightning damage per charge, but Discharge costs more mana per charge.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage Per Charge</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Charge</span> <span class=\"val negative\">+1</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Reach","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Discharge has a higher range the more charges you have.<ul><li class=\"mod\"><span class=\"standout\">Range Per Charge</span> <span class=\"val\">+0.25% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Reverberation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You gain more charges when you are hit.<ul><li class=\"mod\"><span class=\"standout\">Charges Gained When Hit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Shock Armor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Enemies that hit you are shocked while you have more than 80 charges.<ul><li class=\"mod\"><span class=\"standout\">Shock Enemies When Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Stabilizing Current","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Lightning Blast</span> critical hits have a chance to grant a charge.<ul><li class=\"mod\"><span class=\"standout\">Charge Gain Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Static","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Static charges up as you move or when you get hit. Activate Static to discharge what you have built up, striking up to 5 nearby enemies with lightning.  100 charges maximum. Deals 4% more damage per charge.<ul></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Stormchaser","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You gain charges while moving much faster, but charges decay at your movement charge rate if you stop moving for more than 1 second.<ul><li class=\"mod\"><span class=\"standout\">Double Movement Charge Rate</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Charges Decay While Standing</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Surge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You gain charges for each enemy you critically strike if you have discharged in the last 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Charges Gained On Crit</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Thunder's Wrath","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Discharge now has a chance to stun enemies, with a higher chance based the number of charges you have.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance Per Charge</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Static","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unlimited Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Lightning Blasts</span> from <span class=\"standout\">Overload</span> consume less of Lightning Blast&#039;s mana cost, but expends additional charges.<ul><li class=\"mod\"><span class=\"standout\">Percent Mana Cost Consumed</span> <span class=\"val\">-25% per point</span></li><li class=\"mod\"><span class=\"standout\">Overload Charge Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Comet Rush","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Teleport has a shorter cooldown and if you have <span class=\"standout\">Haste</span> when you cast Teleport its duration is reset.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (Seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Crystaline Passage","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You have higher cold resistance and armor if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Cold Resistance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+50 per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Decoy Position","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Teleport creates a <span class=\"standout\">Mirror Image</span> where you depart. Mirror Images count as minions and will taunt nearby enemies for 10 seconds, then disappear. Teleport costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Mirror Image At Departure</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Affinity","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You deal increased elemental damage if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Increased Elemental Damage</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Dawn","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Teleport casts Elemental Nova where you arrive.  This node does not work if Elemental Nova has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Elemental Nova On Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Dusk","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Teleport casts Elemental Nova where you depart.  This node does not work if Elemental Nova has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Elemental Nova On Departure</span> <span class=\"val\"></span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Elemental Midnight","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Teleport casts Elemental Nova halfway between your arrival and departure points.  This node does not work if Elemental Nova has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Elemental Nova At Halfway</span> <span class=\"val\"></span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Ether Barrier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Teleport grants ward on cast.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">+7 per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Flicker","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Teleport costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frigid Departure","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">You have have a higher chance to freeze enemies if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+150% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Intense Arrival","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Teleport knocks enemies further back.<ul><li class=\"mod\"><span class=\"standout\">Knockback Distance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mana Tunnel","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">After casting Teleport your next direct spell cast refunds its mana cost, but Teleport has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Spell Cost Refund After Teleport</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Out of Body","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Casting Teleport converts a percentage of your current health into twice as much ward.<ul><li class=\"mod\"><span class=\"standout\">Health -> Ward Gain</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Out of Mind","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you use Teleport, you are granted ward equal to your intelligence stat.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained Per Point Of Intelligence</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Resonant Plasma","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You have higher lightning resistance, fire resistance, and stun avoidance if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Fire Resistance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Resistance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Stun Avoidance</span> <span class=\"val\">50 per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Rock Phase","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You cannot be stunned if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Stun Immunity</span> <span class=\"val\"></span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Stable Bubble","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You have increased ward retention if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Ward Retention</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Stable Duplicants","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Mirror Images</span> last longer.<ul><li class=\"mod\"><span class=\"standout\">Mirror Image Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Teleport","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Teleport to target location.<ul></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Time Dilation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Stat buffs granted by having cast Teleport recently (past 4 seconds) last longer.<ul><li class=\"mod\"><span class=\"standout\">Stat Buff Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Tunnel Finder","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Teleport has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Uncontrolled Duplication","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Teleport creates additional <span class=\"standout\">Mirror Images</span> on arrival. Mirror images have a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Mirror Images On Arrival</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mirror Image Duration</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unexpected Copy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Teleport creates a <span class=\"standout\">Mirror Image</span> where you arrive. Mirror Images count as minions and will taunt nearby enemies for 10 seconds, then disappear. Teleport costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Mirror Image On Arrival</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Unstable Arrival","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Teleport knocks enemies back from your destination once you arrive.<ul><li class=\"mod\"><span class=\"standout\">Knockback On Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Teleport","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Wormhole","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Your other skills recover more quickly if you have cast Teleport recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Cooldown Recovery Speed</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Ash Pelting","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> has an increased chance to stun enemies and a chance to ignite on hit.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Increased Stun Chance</span> <span class=\"val\">40% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Concentrated Effect","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb&#039;s core hits deals more damage (multiplicative with other modifiers), but Volcanic Orb no longer creates <span class=\"standout\">Shrapnel</span> when it ends.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"val negative\">Final Shrapnel Disabled</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Controlled Eruption","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb costs less mana, but moves slower and has a reduced duration.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Explosive Ground Frequency</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Speed and Range</span> <span class=\"val negative\">-20%</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-30%</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Dense Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Volcanic Orb fires additional <span class=\"standout\">Shrapnel</span> from its final explosion.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Eruption","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Explosive Ground","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb leaves <span class=\"standout\">Explosive Ground</span> as it travels, which explode after 3 seconds, dealing fire damage to enemies within its area of effect. Volcanic Orb costs significantly more mana.<ul><li class=\"mod\"><span class=\"standout\">Creates Explosive Ground</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Explosive Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb creates a large explosion at the end of its duration, dealing fire damage.<ul><li class=\"mod\"><span class=\"standout\">Creates End Explosion</span> <span class=\"val\"></span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Fiery Runes","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Explosions from <span class=\"standout\">Explosive Orb</span> and <span class=\"standout\">Glyph of Fire</span> deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Freezing Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Frozen Orb has an increased chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Frozen Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb is converted into Frozen Orb. Base fire damage is converted to cold for Frozen Orb and the skill effects it creates. Consequently this damage scales with increases to cold damage, but not with increases to fire damage.  Ignite chance from all sources is converted to frostbite chance for Volcanic Orb.<ul><li class=\"mod\"><span class=\"standout\">Volcanic Orb -> Frozen Orb</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Frostbite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glacial Might","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnels</span> hits deal more damage against chilled enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Hit Damage Against Chilled</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Glyph of Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Casting Volcanic Orb creates a <span class=\"standout\">Fire Glyph</span> at your feet which explodes after 1.3 seconds, creating a <span class=\"standout\">Fire Nova</span>.<ul><li class=\"mod\"><span class=\"standout\">Creates Fire Glyph</span> <span class=\"val\"></span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Infernal Caster","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb&#039;s core, <span class=\"standout\">Shrapnel</span> and <span class=\"standout\">Explosive Orb</span> hits deal more damage, but Volcanic Orb costs more mana and has less cast speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-40%</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Lava Flow","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Volcanic Orb costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Mark of the Inferno","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Explosions from <span class=\"standout\">Explosive Orb</span> and <span class=\"standout\">Glyph of Fire</span> have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Explosion Ignite Chance</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Molten Core","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Volcanic Orb&#039;s core deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Orb Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Monolithic Eruption","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Volcanic Orb&#039;s core and <span class=\"standout\">Shrapnel</span> deal more damage (multiplicative with other modifiers), but Shrapnel is created less frequently.<ul><li class=\"mod\"><span class=\"standout\">Orb Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Shrapnel Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Shrapnel Frequency</span> <span class=\"val negative\">-20% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Orb of Speed","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Volcanic Orb core and <span class=\"standout\">Shrapnel</span> deal more damage (multiplicative with other modifiers), but Volcanic Orb&#039;s duration is reduced.   If you have taken the <span class=\"standout\">Explosive Ground</span> node, Volcanic Orb leaves Explosive Ground more frequently.<ul><li class=\"mod\"><span class=\"standout\">Orb Damage</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Shrapnel Damage</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Explosive Ground Frequency</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-15%</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Piercing Embers","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> pierces enemies (continues through enemies it hits).<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Pierces</span> <span class=\"val\"></span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Pyroclastic Speed","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have increased cast Speed with Volcanic Orb, and Volcanic Orb travels faster, causing it to also travel further.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Orb Speed and Range</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Tectonic Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Volcanic Orb leaves <span class=\"standout\">Explosive Ground</span> more frequently, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Explosive Ground Frequency</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volatile Emission","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> travels faster, causing it to also travel further. Shrapnel is created more frequently.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Speed and Range</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Shrapnel Frequency</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volcanic Acceleration","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Volcanic Orb&#039;s core deals more damage (multiplicative with other modifiers), and it accelerates, moving faster for each second it exists.<ul><li class=\"mod\"><span class=\"standout\">Orb Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Speed Per Second</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volcanic Frenzy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Volcanic Orb has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+75% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volcanic Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Casts a fiery orb that spews burning shrapnel in all directions.<ul></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Volcanic Tether","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Volcanic Orb moves slower for each second it exists.<ul><li class=\"mod\"><span class=\"standout\">Speed Per Second</span> <span class=\"val\">-25% per point</span></li></ul>"},{"skill":"Volcanic Orb","skill-group":"Mage","class":"Mage","mastery":"Mage","name":"Winter's Fury","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span><span class=\"standout\">Explosive Orb</span> and <span class=\"standout\">Fire Glyph</span> have a chance to chill enemies and a chance to inflict frostbite on hit.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel and Explosion Chill Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Beta Decay","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Rush now also casts a <span class=\"standout\">Static Orb</span> in the opposite direction.  This effect consumes mana equal to a portion of <span class=\"standout\">Static Orb's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Static Orb In Opposite Direction</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Static Orb Mana Consumption</span> <span class=\"val negative\">80%</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Blazeborn","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Rush deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Blazing Flux","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Rush costs less mana and has a shorter cooldown. These effects are doubled if you have enough uncapped fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+9% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Double Effects With 150% Uncapped Fire Res</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Branding Cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Rush now inflicts <span class=\"standout\">Brand of Subjugation</span> to enemies you pass through. The Brand does not stack but deals a large amount of cold damage over time and it deals more damage (multiplicative with other modifiers) per your chance to chill.<ul><li class=\"mod\"><span class=\"standout\">Brand of Subjugation On Pass Through</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Brand of Subjugation Damage Per 1% Chill Chance</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Breath of Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you hit an enemy with <span class=\"standout\">Fireball</span> during Flame Rush it causes a <span class=\"standout\">Runic Burst</span> around the target.<ul><li class=\"mod\"><span class=\"standout\">Runic Burst On Fireball During Rush</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Celestial Guidance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">All buff effects from the Flame Rush tree persist afterwards for a portion of the time equal to the duration you spent in Flame Rush.<ul><li class=\"mod\"><span class=\"standout\">Buffs Persist After Flame Rush</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Buff Duration Equal To Time In Flame Rush</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Ember Wake","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Every 0.4 seconds during Flame Rush you create a <span class=\"standout\">Rune Ember</span>, up to a maximum. Every 0.25 seconds while not in Flame Rush you fire a <span class=\"standout\">Rune Ember</span> at a nearby enemy if you have any.<ul><li class=\"mod\"><span class=\"standout\">Rune Embers During Flame Rush</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Rune Embers</span> <span class=\"val\">15</span></li><li class=\"mod\"><span class=\"standout\">Fire Rune Embers While Not In Flame Rush</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Energy Equivalence","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Flame Rush's</span> base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.  <span class=\"standout\">Fire Resistance Shred</span> chance from all sources is converted to <span class=\"standout\">Lightning Resistance Shred</span> for Flame Rush and effects related to Fire Shred now depend on Lightning Shred instead.  Swaps <span class=\"standout\">Flame Rush's</span> <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Epilogue","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You cast <span class=\"standout\">Runic Invocation</span> when you exit Flame Rush, if you have it on your action bar.  This effect consumes mana equal to a percentage of <span class=\"standout\">Runic Invocation's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Runic Invocation On Exit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Runic Invocation Mana Consumption</span> <span class=\"val negative\">125%</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Fiery Overload","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">You are granted the <span class=\"standout\">Frenzy</span> buff for a short duration when you end Flame Rush.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration On Exit (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Fire Eater","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you pass through an ignited enemy you gain ward and consume all your ignite stacks on that enemy.   Consuming your ignite stacks this way grants you ward per your ignite stack on them, but they don&#039;t deal their remaining damage.<ul><li class=\"mod\"><span class=\"standout\">Ignited Enemy Ward Gain On Pass Through</span> <span class=\"val\">+24</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain Per Ignite On Pass Through</span> <span class=\"val\">+12</span></li><li class=\"mod\"><span class=\"val negative\">All Ignites Consumed</span></li><li class=\"mod\"><span class=\"val negative\">No Remaining Ignite Damage</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Flame Rush","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">You turn into a ball of flame and launch yourself in the target direction. The longer you hold down the key, the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush.<ul></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Flaring Coals","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Rune Embers</span> deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Rune Ember Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Gas Powered","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you pass through a <span class=\"standout\">Frost Wall</span> during Flame Rush it causes the explosion to deal damage in a much larger area and its chance to critically hit is doubled.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+75%</span></li><li class=\"mod\"><span class=\"standout\">Double Crit Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Glyph of Intention","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Rush now casts <span class=\"standout\">Glyph of Dominion</span> at the target location instead of channeling and Flame Rush ends when reaching the Glyph.  This effect consumes mana equal to a portion of <span class=\"standout\">Glyph of Dominion's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Glyph of Dominion At Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">No Longer Channeled</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ends On Glyph of Dominion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Glyph of Dominion Mana Consumption</span> <span class=\"val negative\">110%</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Guidance of Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Casting <span class=\"standout\">Fireball</span> and then using Flame Rush in the same direction within 2 seconds causes that Flame Rush to deal more damage (multiplicative with other modifiers) in a larger area and grants you mana on cast.<ul><li class=\"mod\"><span class=\"standout\">Flame Rush Buff In Fireball Direction</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Keen Ignition","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Rune Embers</span> now pierce enemies.<ul><li class=\"mod\"><span class=\"standout\">Rune Embers Pierce</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Living Embers","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Casting Flame Rush creates additional <span class=\"standout\">Rune Embers</span>.<ul><li class=\"mod\"><span class=\"standout\">Additional Rune Embers On Cast</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Lunar Protection","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You gain ward per second during Flame Rush and you gain a burst of ward when Flame Rush ends.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Second</span> <span class=\"val\">+30 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Burst after Flame Rush</span> <span class=\"val\">+60 per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Magma Starter","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Rush now casts <span class=\"standout\">Volcanic Orb</span> that is attached to you and only detonates when you end Flame Rush, alongside any other active <span class=\"standout\">Volcanic Orbs</span>.  This effect consumes mana equal to a portion of <span class=\"standout\">Volcanic Orb's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Creates Volcanic Orb</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Volcanic Orb Detonates On Exit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Detonates Other Volcanic Orbs</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Volcanic Orb Mana Consumption</span> <span class=\"val negative\">110%</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Manafused Current","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Rush deals more damage (multiplicative with other modifiers) per 40 current mana.<ul><li class=\"mod\"><span class=\"standout\">Damage Per 40 Current Mana</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Mark of the Forbidden Flame","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you pass through an ignited enemy with Flame Rush, instead of gaining ward per stack of ignite on the enemy and consuming your ignite stacks without dealing damage, you lose 12 ward per stack of ignite and the ignite stacks instantly deal their remaining damage on the enemy.  If you do not have enough ward for this effect, a percentage of your remaining health is consumed instead, up to a maximum. Ignite stacks consumed this way deal more damage (multiplicative with other modifiers) per point of intelligence.<ul><li class=\"mod\"><span class=\"standout\">Instant Ignite Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire Damage Per 2 Intelligence</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Ward Consumed Per Ignite</span> <span class=\"val negative\">-12</span></li><li class=\"mod\"><span class=\"standout\">% Of Current Health Consumed Per Ignite Without Ward</span> <span class=\"val negative\">1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum % Of Current Health Consumed</span> <span class=\"val negative\">40%</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Eclipse","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You take less damage (multiplicative with other modifiers) during Flame Rush.  This effect is doubled against damage over time effects.<ul><li class=\"mod\"><span class=\"standout\">Damage Taken</span> <span class=\"val\">-6% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against DoTs</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Signet of Ash","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">You now have a chance to create a <span class=\"standout\">Rune Ember</span> on kill during Flame Rush and you create <span class=\"standout\">Rune Embers</span> faster during Flame Rush.<ul><li class=\"mod\"><span class=\"standout\">Rune Ember On Kill</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Rune Ember Frequency During Flame Rush</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Smolder and Burn","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Rush now applies <span class=\"standout\">Fire Resistance Shred</span> on enemies it passes through.<ul><li class=\"mod\"><span class=\"standout\">Fire Shred Stacks On Pass Through</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Snowballing","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Flame Rush's</span> base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage.  <span class=\"standout\">Lightning Resistance Shred</span> chance from all sources is converted to <span class=\"standout\">Cold Resistance Shred</span> for Flame Rush and effects related to Lightning Shred now depend on Cold Shred instead.  Swaps <span class=\"standout\">Flame Rush's</span> <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Rush","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Solar Rush","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You travel faster and further with Flame Rush.<ul><li class=\"mod\"><span class=\"standout\">Speed and Range</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Amplified Currents","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">After Frost Wall has existed for a short duration, its outer <span class=\"standout\">Pillars</span> cast <span class=\"standout\">Lightning Blast</span> more often, up to a maximum, every time an enemy passes through the wall.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Frequency</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Frequency Bonus</span> <span class=\"val\">80% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration Before Effect (seconds)</span> <span class=\"val\">0.2</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arcane Mosaic","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Frost Wall casts <span class=\"standout\">Runebolt</span> more often.<ul><li class=\"mod\"><span class=\"standout\">Runebolt Frequency</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arch of Rimefrost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Frost Wall deals more damage (multiplicative with other modifiers) and has a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Aspirant's Arrival","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">After you pass through your Frost Wall your next <span class=\"standout\">Runic Invocation</span> or <span class=\"standout\">Glyph of Dominion</span> cast within 5 seconds is empowered.   An empowered spell cast this way, costs less mana (multiplicative with other modifiers) and it also deals more damage (multiplicative with other modifiers) for each second the wall has existed, before you walk through it.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-20% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Second Of Existance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Biting Limit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Frost Wall has a chance to inflict a stack of Frostbite to enemies inside the wall every 0.25 seconds.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance Every 0.25 Seconds</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Boosted Kickoff","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Frost Wall now grants the <span class=\"standout\">Haste</span> and <span class=\"standout\">Frenzy</span> buffs for a short duration, up to a maximum, when you and your allies when they first pass through the wall.  The maximum duration is equal to Frost Wall&#039;s age plus 1 second.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Max Duration Equals Wall Age</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Brand the Invaders","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Wall now inflicts Brand of Trespass to enemies inside the wall. This Brand does not stack, but deals a large amount of fire damage over time.  Brand of Trespass deals more damage equal to your ignite chance.<ul><li class=\"mod\"><span class=\"standout\">Brand of Trespass On Enemy Pass Through</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Per Ignite Chance</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Charged Pylons","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Wall&#039;s outer <span class=\"standout\">Pillars</span> cast <span class=\"standout\">Lightning Blast</span> at nearby enemies every other second.  This effect consumes mana equal to <span class=\"standout\">Lightning Blast's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Every 2 Seconds</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Lightning Blast Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Chilled Touch","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">You deal more damage (multiplicative with other modifiers) to chilled enemies while you have an active Frost Wall.<ul><li class=\"mod\"><span class=\"standout\">Damage Buff To Chilled Enemies</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Crackling Barrier","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Frost Wall's</span> base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage.  For Frost Wall, chill chance from all sources is converted to <span class=\"standout\">Slow</span>, and Frostbite chance from all sources is converted to <span class=\"standout\">Shock</span>.  Swaps Frost Wall&#039;s <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Lightning Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill -> Slow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite -> Shock</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Crystals of Protection","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Frost Wall now grants you and your allies ward and mana when they first pass through the wall.  These effects are doubled if the wall is placed at least 2 meters away from you.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">20 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Bonuses Doubled With Distant Wall</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Flames Unchained","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Whenever an enemy passes through your Frost Wall, you have a chance to cast <span class=\"standout\">Fireball</span> towards them.  This effect consumes mana equal to <span class=\"standout\">Fireball's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Fireball Chance On Enemy Pass Through</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Frigid Domination","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Frost Wall deals additional spell damage equal to a portion of your freeze rate multiplier.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage Per 20% Freeze Rate Multiplier</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Frost Wall","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Creates a wall of frost which persists for 6 seconds. Enemies inside the wall take cold damage over time and receive a stack of chill every 0.25 seconds. You can have up to 1 active Frost Wall at a time.  Enemies that reach the wall at least 0.2 seconds after it&#039;s been created are frozen for twice as long as the wall has existed, up to a 2 second freeze duration. Bosses cannot be frozen in this way.<ul></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Frozen Throne","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Wall&#039;s initial freeze has increased duration, and the wall deals more damage over time to frozen enemies (multiplicative with other modifiers).  This does not affect ailments or subskills.<ul><li class=\"mod\"><span class=\"standout\">Initial Freeze Increased Duration</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Damage To Frozen</span> <span class=\"val\">+25%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Glyph of Direfrost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Runic Detonations</span> deal more damage (multiplicative with other modifiers) in a larger area if you are facing away from the wall when the detonations occur.<ul><li class=\"mod\"><span class=\"standout\">Detonations Damage</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Detonations Area</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Heaping Cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">If you haven&#039;t cast Frost Wall in the past 15 seconds, it has no mana cost and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">No Mana Cost</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Howling Rift","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you cast Frost Wall while having an existing wall active with more than half its duration remaining, the existing wall is moved to the new target location instead of being replaced and you gain mana equal to half the Frost Wall’s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Frost Wall Moves</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Regain On Wall Replacement</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Lightning Rod","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">One of Frost Wall&#039;s <span class=\"standout\">Pillars</span> now casts <span class=\"standout\">Lightning Blast</span> at nearby enemies when you first pass through the wall.  This effect consumes mana equal to <span class=\"standout\">Lightning Blast's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Pylon Casts Lightning Blast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Enemy Targets</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Blast Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Marching Winter","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Frost Wall is larger and lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Prepared Wards","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You now cast Flame Ward on you or your allies (excluding their minions) that pass through your Frost Wall, if it has existed for at least 0.2 seconds.  Frost Wall now has a cooldown, which it shares with Flame Ward. Using one will put the other on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Flame Ward On Ally Pass Through</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (Seconds)</span> <span class=\"val negative\">12</span></li><li class=\"mod\"><span class=\"val negative\">Cooldown Shared with Flameward</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Protection of the Apostate","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You are granted ward whenever enemies pass through the wall for the first time.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain On Enemy Pass Through</span> <span class=\"val\">5 per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Purifying Gate","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Wall now cleanses negative ailments on you and your allies when they first pass through the wall.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Negative Ailments On Pass Through</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Pyroglass","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Frost Wall's</span> base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage.  For Frost Wall, chill chance from all sources is converted to <span class=\"standout\">Ignite</span>, and Frostbite chance from all sources is converted to <span class=\"standout\">Fire Resistance Shred</span>.  Swaps <span class=\"standout\">Frost Wall's</span> <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Fire Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill -> Ignite</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite -> Fire Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Conclusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Wall now creates three <span class=\"standout\">Runic Detonations</span> shortly after you pass through it, dealing spell cold damage to nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Frost Wall Detonation After 0.3 Seconds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Shattered to Pieces","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Runic Detonations</span> from <span class=\"standout\">Runic Conclusion</span> intensify, destroying the wall in the process and deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Detonations Damage</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Detonations Area</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Shelter of the Chef","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever an enemy passes through the wall for the first time, and after it has existed for 0.2 seconds, you gain ward equal to a small portion of the enemy&#039;s maximum health, up to a maximum amount of ward per enemy.<ul><li class=\"mod\"><span class=\"standout\">Enemy Health To Ward Ratio</span> <span class=\"val\">1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Ward Per Enemy</span> <span class=\"val\">200</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"The Dark Cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Frost Wall deals more damage over time (multiplicative with other modifiers) per second the wall has existed.  This does not affect ailments or subskills.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time Per Second Of Existence</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Frost Wall","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Wall of Glyptic Art","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Frost Wall now casts <span class=\"standout\">Runebolt</span> in the original target direction the Wall was cast. The element of the bolts match the element of the Wall, regardless of <span class=\"standout\">Runebolt's</span> tree.  This effect consumes 2 mana per projectile and does not cast if you are at negative mana.<ul><li class=\"mod\"><span class=\"standout\">Casts Runebolt In Target Direction</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Amplified Expanse","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Glyph of Dominion deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arcane Mirror","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">You and your allies gain additional resistances while standing on your <span class=\"standout\">Glyph</span>.<ul><li class=\"mod\"><span class=\"standout\">All Resistances On Glyph</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Astral Extension","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">You can now place down up to two Glyphs of Dominion, but Glyph of Dominion costs more mana. When the first <span class=\"standout\">Glyph</span> explodes the second one does too. The second explosion deals more damage (multiplicative with other modifiers) the further it is from the first one up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Can Place Two Glyphs</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Second Glyph Damage Per 1 Meter Distance</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">60%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Astromage","usable":["Runemaster"],"points":"5","effect":"<span class=\"mod\">Glyph of Dominion deals more damage (multiplicative with other modifiers) and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Atomization","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">While standing on your <span class=\"standout\">Glyph</span> you and your allies deal more damage over time (multiplicative with other modifiers) per stack of Armor Shred on the enemy, up to a maximum of 14 stacks.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time Per Armor Shred</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">14%</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Attuned Shapes","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Glyph of Dominion expands faster and lasts a shorter duration (both multiplicative with other modifiers) per amount of missing mana. This decreases the time before it reaches its full size to detonate.<ul><li class=\"mod\"><span class=\"standout\">More Expansion Speed Per 3 Missing Mana</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Burning Symbol","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Glyph of Dominion ignites enemies on the <span class=\"standout\">Glyph</span> every half second.<ul><li class=\"mod\"><span class=\"standout\">Ignite Stacks Every 0.5 Seconds</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Careful Drawings","usable":["Runemaster"],"points":"2","effect":"<span class=\"mod\">Glyph of Dominion expands slower and lasts a longer (both multiplicative with other modifiers). This increases the time before it reaches its full size to detonate.<ul><li class=\"mod\"><span class=\"standout\">Less Expansion Speed</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">More Duration</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Charged Reflections","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Glyph of Dominion is now cast at your current location and it grants you and your allies ward per second per your uncapped resistance while standing on your <span class=\"standout\">Glyph</span>.<ul><li class=\"mod\"><span class=\"standout\">Cast On You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ward Per Second Per 5% Uncapped Resistances</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Doom Scribe","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">After Glyph of Dominion its full size it now has a short delay before it detonates.<ul><li class=\"mod\"><span class=\"standout\">Delay Before Detonation (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Evoker of Elements","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">You cast <span class=\"standout\">Elemental Nova</span> in the middle of the <span class=\"standout\">Glyph</span> if you stand inside it when the delay from <span class=\"standout\">Doom Scribe</span> starts and you gain stacks of <span class=\"standout\">Fire Aura</span>.<ul><li class=\"mod\"><span class=\"standout\">Cast Elemental Nova When Delay Starts</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire Aura Stacks</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Fan the Inferno","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The ignite frequency from <span class=\"standout\">Burning Symbol</span> is increased by your chance to ignite.<ul><li class=\"mod\"><span class=\"standout\">Increased Ignite Frequency Per Ignite Chance</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Flaming Scroll","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Glyph of Dominion's</span> base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage.  Shock chance from all sources is converted to ignite for Glyph of Dominion and effects related to shock now depend on ignite instead.  Swaps <span class=\"standout\">Glyph of Dominion's</span> <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Fire</span> tag.  Ignite chance is halved for minions and other allies.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Ignite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance Halved for Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Glyph of Dominion","usable":["Runemaster"],"points":"0","effect":"<span class=\"mod\">Places a lightning glyph on the ground that grows over time. Deals lightning damage over time and slows in its area. At full size it detonates, dealing large amounts of lightning damage to enemies within its area. You can have a maximum of one Glyph at a time by default.<ul></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Herald of Domination","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">The <span class=\"standout\">Glyph</span> explosion deals more damage (multiplicative with other modifiers) per stack of slow on the target.<ul><li class=\"mod\"><span class=\"standout\">Explosion Damage Per Slow</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Mage's Decree","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">You and your allies gain increased area to spells and attacks while standing on your <span class=\"standout\">Glyph</span>.<ul><li class=\"mod\"><span class=\"standout\">Spells and Attacks Area on Glyph</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Perfect Design","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Glyph of Dominion has additional charges and all charges are refreshed whenever you directly cast <span class=\"standout\">Runic Invocation</span>.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Charges Refresh on Runic Invocation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Power Word: Devastation","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Glyph of Dominion now consumes the <span class=\"standout\">Runes</span> from <span class=\"standout\">Runic Invocation</span> on cast to gain additional effects per <span class=\"standout\">Rune</span> you have.   <span class=\"standout\">Rah Rune</span>: Glyph deals more damage in a larger area per <span class=\"standout\">Rune</span> of this type. <span class=\"standout\">Gon Rune</span>: Glyph detonates additional times during the delay per <span class=\"standout\">Rune</span> of this type. <span class=\"standout\">Heo Rune</span>: Glyph inflicts stacks of Frostbite per second per <span class=\"standout\">Rune</span> of this type.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Rah Rune</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Area Per Rah Rune</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Detonations Per Gon Rune</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Stacks Per Second Per Heo Rune</span> <span class=\"val\">+5</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Power Word: Stun","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Normal and Magic enemies have a chance to be stunned every half second while on your <span class=\"standout\">Glyph</span>.<ul><li class=\"mod\"><span class=\"standout\">Stun Chance On Glyph Every 0.5 Seconds</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runecarver's Domain","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Glyph of Dominion expands faster and lasts a shorter duration (both multiplicative with other modifiers). This decreases the time before it reaches its full size to detonate.<ul><li class=\"mod\"><span class=\"standout\">More Expansion Speed</span> <span class=\"val\">12% per point</span></li><li class=\"mod\"><span class=\"standout\">Less Duration</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runes of Disintegration","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Disintegrate</span> deals more damage (multiplicative with other modifiers) and grants you ward per second if you start channelling it while standing on your <span class=\"standout\">Glyph</span>.<ul><li class=\"mod\"><span class=\"standout\">Disintegrate Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Disintegrate Grants Ward Gain Per Second</span> <span class=\"val\">+40 per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Dominance","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Glyph of Dominion now has a cooldown, which is refreshed whenever you directly cast <span class=\"standout\">Runic Invocation</span>. It also deals more damage (multiplicative with other modifiers) per rune from <span class=\"standout\">Runic Invocation</span>, without consuming them.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Rune</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Refreshes on Runic Invocation</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Sanctuary Threshold","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Whenever you or your allies enters your Glyph of Dominion it cleanses ailments and grants the <span class=\"standout\">Haste</span> buff for a short duration.  Leaving and re-entering the same <span class=\"standout\">Glyph</span> does not cause this effect to trigger again.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Shocking Grasp","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">You and your allies gain additional Shock chance while standing on your <span class=\"standout\">Glyph</span>.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance on Glyph</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Static Sparks","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">After casting Glyph of Dominion you gain <span class=\"standout\">Static Charges</span> at an accelerating rate while standing still, until your <span class=\"standout\">Glyph</span> detonates.<ul><li class=\"mod\"><span class=\"standout\">Static Charges Per Second</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Additional Static Charges Per Second</span> <span class=\"val\">+4</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Tendrils of the Invoker","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Your <span class=\"standout\">Lightning Blast</span> now chains while you are standing on your <span class=\"standout\">Glyph</span>, but consumes mana when cast this way while you are at positive mana.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Additional Chains on Glyph</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">2 per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Vaporizing Realm","usable":["Runemaster"],"points":"5","effect":"<span class=\"mod\">Glyph of Dominion deals more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Glyph of Dominion","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Wreak Havoc","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Glyph of Dominion&#039;s damage over time part deals more damage for each second it is active (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time Every Second</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Amplified Cascade","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">If your last three direct casts were all Runebolt, then any further cast of it becomes tri-elemental (fire, lightning and cold). Tri-elemental Runebolt deals more damage (multiplicative with other modifiers) and applies all the effects of the <span class=\"standout\">Attuned Recovery</span> node.  Once you directly cast another skill, Runebolt loses all of these effects.<ul><li class=\"mod\"><span class=\"standout\">Runebolt Becomes Tri-Elemental</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage With Tri-Elemental</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Health Gain With Tri-Elemental</span> <span class=\"val\">25</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain With Tri-Elemental</span> <span class=\"val\">15</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain With Tri-Elemental</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arcane Overcharge","usable":["Runemaster"],"points":"5","effect":"<span class=\"mod\">Runebolt has a chance to shoot additional projectiles in a volley in front of you.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arcane Restoration","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Directly casting Runebolt and hitting at least one enemy has a chance to grant you mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">12</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arcanist","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Runebolt has increased cast speed and it has a chance to grant you the <span class=\"standout\">Haste</span> buff for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Attuned Recovery","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Directly casting Runebolt and hitting at least one enemy grants you health if it was a <span class=\"standout\">Fire Bolt</span>, ward if it was a <span class=\"standout\">Lightning Bolt</span> and mana if it was a <span class=\"standout\">Cold Bolt</span>.<ul><li class=\"mod\"><span class=\"standout\">Health Gain with Fire Bolt</span> <span class=\"val\">25 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain with Lightning Bolt</span> <span class=\"val\">15 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain with Cold Bolt</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Awakened Runestone","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Every second while channeling a skill, your nearest <span class=\"standout\">Runestone</span> has a chance to cast Runebolt towards your target.<ul><li class=\"mod\"><span class=\"standout\">Chance to cast Rune Bolt</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Blazing Flare","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Lightning Bolt's</span> base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage.  Shock chance from all sources is converted to ignite for Runebolt and effects related to shock now depend on ignite instead.  Swaps the <span class=\"standout\">Lightning Bolt's</span> <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Cosmic Tapestry","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Runeweave</span> also grants your <span class=\"standout\">Runic Invocation</span> additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Runic Invocation Crit Chance per stack</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Cryomantic Bolt","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Runebolt deals more cold damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Devastator","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt now explodes when it reaches its target location or when hitting enemies or obstacles, dealing damage of the corresponding element in an area.<ul><li class=\"mod\"><span class=\"standout\">Rune Bolt Explodes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Dissolve and Conquer","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Runeweave</span> also grants you more elemental damage (multiplicative with other modifiers) per stack of armor shred on the target up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Elemental Damage per stack of Armor Shred</span> <span class=\"val\">+0.5%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Boost per stack of Runeweave</span> <span class=\"val\">7%</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Echomancy","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt is now cast in a sequence with the same order of your most recent <span class=\"standout\">Runic Invocation</span><ul><li class=\"mod\"><span class=\"standout\">Rune Bolt Sequence as Recent Runic Invocation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Efficient Experiment","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt now randomly selects the element with each cast rather than by combo order.   Directly casting Rune Bolt now has a chance to double cast if the previous cast was a different type. The chance is based on the amount of <span class=\"standout\">Glyph of Chaos</span> you have in your crafting inventory.<ul><li class=\"mod\"><span class=\"standout\">Chance to Double Cast Per 5 Glyph of Chaos</span> <span class=\"val\">1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Chance to Double Cast</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Focused Runewords","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Casting Runebolt now randomizes the runes of your <span class=\"standout\">Runic Invocation</span>.<ul><li class=\"mod\"><span class=\"standout\">Runic Invocation Runes Randomization on Cast</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Frost Spikes","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Lightning Bolt's</span> base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage.  Shock chance from all sources is converted to <span class=\"standout\">Chill</span> for Runebolt and effects related to shock now depend on chill instead.  Swaps the <span class=\"standout\">Lightning Bolt's</span> <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Chill Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Fulminating Bolt","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Runebolt deals more lightning damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Ice Shard","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Fire Bolt's</span> base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage.  Ignite chance from all sources is converted to <span class=\"standout\">Chill</span> for Runebolt and effects related to ignite now depend on chill instead.  Swaps the <span class=\"standout\">Fire Bolt's</span> <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Chill Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Imbued Runestone","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">If you have 3 <span class=\"standout\">Runes</span> from <span class=\"standout\">Runic Invocation</span> when you create a <span class=\"standout\">Runestone</span>, the <span class=\"standout\">Runes</span> are consumed to instead create an <span class=\"standout\">Imbued Runestone</span> that fires three bolts. An <span class=\"standout\">Imbued Runestone's</span> explosion has 100% more area of effect and damage.  This effect has a 20 second cooldown. When you cast <span class=\"standout\">Runic Invocation</span> the remaining cooldown is reduced by 20% per <span class=\"standout\">Rune</span> in the <span class=\"standout\">Invocation</span>.<ul><li class=\"mod\"><span class=\"standout\">Additional Runebolt Casts</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Imbued Effect Cooldown</span> <span class=\"val negative\">20s</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Inscription of Momentum","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">When Runebolt passes through a <span class=\"standout\">Frost Wall</span> it is intensified dealing more damage (multiplicative with other modifiers) and gains increased projectile speed.<ul><li class=\"mod\"><span class=\"standout\">Damage through Frost Wall</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed through Frost Wall</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Jolting Spark","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Fire Bolt's</span> base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.  Ignite chance from all sources is converted to <span class=\"standout\">Shock</span> for Runebolt and effects related to ignite now depend on shock instead.  Swaps the <span class=\"standout\">Fire Bolt's</span> <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Kinetic Breach","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt deals additional physical damage per point of strength of you or your nearby ally with the highest amount of strength.<ul><li class=\"mod\"><span class=\"standout\">Physical Spell Damage per Strength from Nearby Ally</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Lightning Spear","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Cold Bolt's</span> base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage.  Chill chance from all sources is converted to <span class=\"standout\">Shock</span> for Runebolt and effects related to chill now depend on shock instead.  Swaps the <span class=\"standout\">Cold Bolt's</span> <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Orderly Conduit","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Runebolt gains additional effects for each unique <span class=\"standout\">Rune</span> you have. Multiple <span class=\"standout\">Runes</span> of the same type does not stack the effect.  <span class=\"standout\">Rah Rune</span>: Runebolt has a chance to ignite enemies. <span class=\"standout\">Gon Rune</span>: Runebolt has a chance to shock enemies. <span class=\"standout\">Heo Rune</span>: Runebolt has a chance to inflict <span class=\"standout\">Frostbite</span> on enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance with Rah Rune</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Shock Chance with Gon Rune</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance with Heo Rune</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Punch Through Metal","usable":["Runemaster"],"points":"5","effect":"<span class=\"mod\">Runebolt hits have a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Pyromantic Bolt","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Runebolt deals more fire damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runebolt","usable":["Runemaster"],"points":"0","effect":"<span class=\"mod\">A combo spell that fires piercing projectiles. The first part of the combo is fire, the second is lightning, and the third is cold.<ul></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runestone","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Directly casting Runebolt now creates a <span class=\"standout\">Runestone</span> in front of you if you do not currently have one nearby instead of casting a Runebolt. If you have a nearby <span class=\"standout\">Runestone</span>, directly using Runebolt now casts two bolts from the <span class=\"standout\">Runestone</span> towards the target.    After several seconds <span class=\"standout\">Runestone</span> consumes mana to explode.<ul><li class=\"mod\"><span class=\"standout\">Runestone On Cast Instead Of Runebolt</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Rune Bolts from Runestone</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Runestone Duration (seconds)</span> <span class=\"val\">8</span></li><li class=\"mod\"><span class=\"standout\">Explosion Mana Consumption</span> <span class=\"val negative\">20</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runeweaver","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Casting Runebolt and hitting at least one enemy grants you a stack of <span class=\"standout\">Runeweave</span> up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Runeweave Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Regen per stack</span> <span class=\"val\">4%</span></li><li class=\"mod\"><span class=\"standout\">Mana Spent Gained As Ward per stack</span> <span class=\"val\">40%</span></li><li class=\"mod\"><span class=\"standout\">Runeweave Duration (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Evocation","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt now shoots in a cone and the projectiles seek out enemies.<ul><li class=\"mod\"><span class=\"standout\">Auto Targets</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Projectiles in Cone</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Searing Dart","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Cold Bolt's</span> base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage.  <span class=\"standout\">Frostbite</span> chance from all sources is converted to ignite for Runebolt and effects related to <span class=\"standout\">Frostbite</span> now depend on ignite instead.  Swaps the <span class=\"standout\">Cold Bolt's</span> <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Supercharged Bolt","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt&#039;s chance to shoot extra projectiles from the <span class=\"standout\">Arcane Overcharge</span> node and the amount of projectiles are doubled while standing in a <span class=\"standout\">Glyph of Dominion</span>.<ul><li class=\"mod\"><span class=\"standout\">Double Extra Projectiles Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Torrent of Evocation","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runebolt&#039;s combo is now cast in a reversed order.<ul><li class=\"mod\"><span class=\"standout\">Reverses order of Rune Bolt Combo</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runebolt","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Wrecking Ball","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">The explosion from <span class=\"standout\">Devastator</span> deals damage in a larger area per uncapped resistance of the corresponding element.<ul><li class=\"mod\"><span class=\"standout\">Increased Area per Uncapped Resistance</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Adept Runescribing","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Runic Invocation has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Arcane Battery","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Your maximum <span class=\"standout\">Runic Energy</span> is tripled, but bonuses per <span class=\"standout\">Runic Energy</span> are halved. When you cast a skill you gain <span class=\"standout\">Runic Energy</span> per mana spent.<ul><li class=\"mod\"><span class=\"standout\">Triples Max Runic Energy</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Runic Energy Bonuses Halved</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Runic Energy Per 10 Mana</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Attuned Approach","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Runic Invocation grants ward per <span class=\"standout\">Rune</span> consumed and on direct casts you refund a portion of its mana cost.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">+10 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Refunded</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Author of Arcana","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Directly casting Runic Invocation now refunds its mana cost and it deals more damage (multiplicative with other modifiers), but it now has a cooldown when cast this way.<ul><li class=\"mod\"><span class=\"standout\">Mana Refunded</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+45%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+12</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Consolidator","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">While you have 3 <span class=\"standout\">Runes</span> and your combination of <span class=\"standout\">Runes</span> changes without casting an <span class=\"standout\">Invocation</span>, Runic Invocation&#039;s remaining cooldown is reduced.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Reduction When Rune Combination Changes</span> <span class=\"val\">6%</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Copied Scrolls","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Runic Invocation now has a chance to be repeated per stack of <span class=\"standout\">Runic Energy</span>.<ul><li class=\"mod\"><span class=\"standout\">Chance To Repeat Per Energy</span> <span class=\"val\">2.5% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Cosmic Mind","usable":["Runemaster"],"points":"2","effect":"<span class=\"mod\">When you cast an <span class=\"standout\">Invocation</span> using a sequence of three different <span class=\"standout\">Runes</span> you gain ward per point of intelligence.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain Per Intelligence With Different Runes</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Devastating Starfall","usable":["Runemaster"],"points":"2","effect":"<span class=\"mod\">Runic Invocation deals more damage per type of <span class=\"standout\">Rune</span> consumed.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Type Of Rune</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Elemental Lore","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Runic Invocation penetrates elemental resistances per point of Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Elemental Penetration Per 3 Intelligence</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Elemental Starfield","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you cast Runic Invocation, you also cast up to one of each type of <span class=\"standout\">Elemental Nova</span> that you can cast directly. Each unique <span class=\"standout\">Rune</span> you have when casting Runic Invocation represents different <span class=\"standout\">Elemental Nova</span>.   These <span class=\"standout\">Novas</span> are cast with a 0.3 second interval.  This effect consumes mana equal to <span class=\"standout\">Elemental Nova's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Cast Elemental Novas From Runes In Invocation</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Elemental Nova Mana Consumption</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Elementalist's Call","usable":["Runemaster"],"points":"5","effect":"<span class=\"mod\">When you directly cast Runic Invocation, the next non-channelled elemental spell you cast penetrates enemy elemental resistance and deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Elemental Penetration</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Enigma","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you directly cast an <span class=\"standout\">Invocation</span> you blink to the target location first, but Runic Invocation now has a cooldown.   <span class=\"standout\">Invocations</span> cast this way automatically targets a random nearby enemy.  Runic Invocation gains the <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Blink Forward After Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Becomes Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Glyphcarver's Dominance","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Invocations</span> that deal damage in an area now deal damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area For Area Invocations</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Immutable Order","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Whenever you gain a <span class=\"standout\">Rune</span>, instead of it depending on the type of skill cast, it always results in your sequence of <span class=\"standout\">Runes</span> mirroring the first three skills on your action bar from left to right.  This effect ignores skills that don&#039;t have an elemental tag.<ul><li class=\"mod\"><span class=\"standout\">Rune Gain Depend On Skills On Action Bar</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Inscribed Patterns","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Runes now provide you with passive effects while you have them.  <span class=\"standout\">Rah Rune</span>: Grants increased mana regeneration per <span class=\"standout\">Rune</span> of this type. <span class=\"standout\">Gon Rune</span>: Grants ward per second per <span class=\"standout\">Rune</span> of this type. <span class=\"standout\">Heo Rune</span>: Grants a higher chance to freeze enemies per <span class=\"standout\">Rune</span> of this type.<ul><li class=\"mod\"><span class=\"standout\">Increased Mana Regen per Rah Rune</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain Per Second per Gon Rune</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier per Heo Rune</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Interlude","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">During the leap you also cast the Invocation corresponding to your first two <span class=\"standout\">Runes</span>, consuming its mana cost.  Your Invocation must have at least two runes for this effect to occur.<ul><li class=\"mod\"><span class=\"standout\">Auto Cast 2 Rune Invocation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Mastery of the Invoker","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">When you consume <span class=\"standout\">Runes</span> with a skill other than Runic Invocation you have a chance to also cast the corresponding <span class=\"standout\">Invocation</span> for those runes.<ul><li class=\"mod\"><span class=\"standout\">Invocations Chance On Other Skill Use</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Prologue","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">During the leap you also cast the Invocation corresponding to your first <span class=\"standout\">Rune</span>, consuming its mana cost.  Your Invocation must have at least one rune for this effect to occur.<ul><li class=\"mod\"><span class=\"standout\">Auto Cast 1 Rune Invocation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Rune Powercore","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">While you have 3 runes and your combination of runes changes without casting an invocation, you gain <span class=\"standout\">Runic Energy</span>.<ul><li class=\"mod\"><span class=\"standout\">Gain Runic Energy While At 3 Runes</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Rune Slinger","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">Runic Invocation has increased cast speed and when directly casting an <span class=\"standout\">Invocation</span> you gain ward equal to a portion of your current mana.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Current Mana Gained As Ward</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Energizer","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">Each unique <span class=\"standout\">Invocation</span> you directly cast causes <span class=\"standout\">Runic Energy</span> to accumulate faster until you repeat an <span class=\"standout\">Invocation</span>.<ul><li class=\"mod\"><span class=\"standout\">Runic Energy Accumulation Speed</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Accumulation Speed Resets On Repeat Invocation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Energy","usable":["Runemaster"],"points":"5","effect":"<span class=\"mod\">Every second you go without casting a Runic Invocation you gain a stack of <span class=\"standout\">Runic Energy</span> up to a maximum. <span class=\"standout\">Invocations</span> consume all <span class=\"standout\">Runic Energy</span> to deal more damage (multiplicative with other modifiers) per <span class=\"standout\">Runic Energy</span>.<ul><li class=\"mod\"><span class=\"standout\">Runic Energy Stacks Per Second</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Stack Of Runic Energy</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks Of Runic Energy</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Runic Invocation","usable":["Runemaster"],"points":"0","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> Whenever you directly use an elemental skill, gain 1 <span class=\"standout\">Rune</span> of the corresponding element. For channelled skills you gain 1 rune per second instead.  <span class=\"standout\">Active:</span> Consume all of your active <span class=\"standout\">Runes</span> to cast a unique <span class=\"standout\">Invocation</span> based on the combination and order of runes consumed.  The last <span class=\"standout\">Rune</span> in the sequence determines the damage type.  Casting a fire skill grants a <span class=\"standout\">Rah Rune</span>. Casting a lightning skill grants a <span class=\"standout\">Gon Rune</span>. Casting a cold skill grants a <span class=\"standout\">Heo Rune</span>.<ul></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Scrivener's Haste","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">You gain <span class=\"standout\">Runes</span> faster while channelling.  You gain a burst of ward based on your maximum mana when your number of runes increases from channelling.<ul><li class=\"mod\"><span class=\"standout\">Faster Rune Gain while Channeling</span> <span class=\"val\">35% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gained per 10 Max Mana</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Spell Cascade","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly cast Runic Invocation with at least 12 <span class=\"standout\">Runic Energy</span> you also proc a random equipped non-channeling skill of the same element as each of the <span class=\"standout\">Runes</span> consumed.  This effect consumes these skills&#039; mana costs and puts them on cooldown (excluding movement skills and skills that are currently on cooldown).  These skills are cast at 0.24 second intervals after the <span class=\"standout\">Invocation</span>.<ul><li class=\"mod\"><span class=\"standout\">Cast Random Equipped Skill With 12 Energy</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Consumes Chosen Skill's Mana Cost</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Puts Chosen Skill On Cooldown</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Stride to Safety","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\">When you directly cast Runic Invocation you leap backwards a short distance, hovering in the air for a moment. In this state you take less damage and directly casting Runic Invocation deals more damage (both multiplicative with other modifiers).   The effect of <span class=\"standout\">Enigma</span> no longer works when taking this node.  Runic Invocation gains the <span class=\"standout\">Movement</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Leap Backwards On Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Taken</span> <span class=\"val\">-12% per point</span></li><li class=\"mod\"><span class=\"standout\">Direct Cast Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Transcriber of Power","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">After casting Runic Invocation you gain additional spell damage and cast speed for a short duration.   The buff duration scales with amount of <span class=\"standout\">Runes</span> consumed.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage with Buff</span> <span class=\"val\">+8</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed with Buff</span> <span class=\"val\">+8%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds) per Rune</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Unbridled Ruin","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\">Runic Invocation deals more damage (multiplicative with other modifiers) per <span class=\"standout\">Rune</span> consumed.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Rune Consumed</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Warmage's Initiative","usable":["Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly cast Runic Invocation now leap forwards instead of backwards.   The effect of <span class=\"standout\">Enigma</span> no longer works when taking this node.  Runic Invocation gains the <span class=\"standout\">Movement</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Leap Forwards On Cast</span> <span class=\"val\"></span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Word of Heorot","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Invocations</span> that include at least one <span class=\"standout\">Heo Rune</span> have a chance to chill enemies and have a higher chance to freeze them.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance With Heo Rune</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier With Heo Rune</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Word of Lagon","usable":["Runemaster"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Invocations</span> that include at least one <span class=\"standout\">Gon Rune</span> have a chance to shock enemies and have a higher chance to critically hit enemies.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance With Gon Rune</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Strike Chance With Gon Rune</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Runic Invocation","skill-group":"Runemaster","class":"Mage","mastery":"Runemaster","name":"Word of Rahyeh","usable":["Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Invocations</span> that include at least one <span class=\"standout\">Rah Rune</span> have a chance to ignite enemies and deal additional spell fire damage.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance With Rah Rune</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Fire Damage With Rah Rune</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Acuity","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Arcane Ascendance now has a 2 second cooldown and no longer drains your mana. You can cast 4 spells before Arcane Ascendance ends automatically. Lasts 12 seconds.<ul><li class=\"mod\"><span class=\"standout\">No Longer Drains Mana</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Affects 4 Spells</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">12</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Arcane Absorption","usable":["Sorcerer"],"points":"2","effect":"<span class=\"mod\">While Arcane Ascendance is active, each hit you take increases your spell damage and cast speed, but drains your mana.<ul><li class=\"mod\"><span class=\"standout\">Increased Spell Damage When Hit</span> <span class=\"val\">1% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed When Hit</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Drained When Hit</span> <span class=\"val negative\">-1 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Arcane Ascendance","usable":["Sorcerer"],"points":"0","effect":"<span class=\"mod\">Toggle to prevent movement and drain 25 mana each second. Mana drain increases by 1 mana per second. All spells cost +5 mana to cast. 100% increased spell damage and 50% increased cast speed. Also deals lightning damage over time to surrounding enemies.<ul></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Arcane Rift","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">You regain mana while you enter Arcane Ascendance, but the mana is lost when you exit Arcane Ascendance.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain On Start</span> <span class=\"val\">25 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Lost On End</span> <span class=\"val negative\">25 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Chains of Ice","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">While Arcane Ascendance is active, whenever you kill a frozen enemy a nearby enemy is frozen for a duration.<ul><li class=\"mod\"><span class=\"standout\">Freeze Duration</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Chronoclasm","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">While Arcane Ascendance is active, spells and attacks have a chance to slow enemies over 5 meters away and you deal more damage to enemies per stack of slow on them.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance Against Distant Enemies</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage per Slow</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Closed Circuit","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Lightning Blast cast by <span class=\"standout\">Superconductor</span> triggers more frequently.<ul><li class=\"mod\"><span class=\"standout\">Superconductor Frequency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Cold Front","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">While Arcane Ascendance is active, spells and attacks have a chance to chill enemies over 5 meters away.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance Against Distant Enemies</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Cosmic Insight","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Arcane Ascendance has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Cunning","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">You can cast more spells via <span class=\"standout\">Acuity</span>, but Arcane Ascendance has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Additional Spells</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Force Of Mind","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">You knock back all nearby enemies when you enter Arcane Ascendance.<ul><li class=\"mod\"><span class=\"standout\">Knockback Nearby Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Frozen Monolith","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">While Arcane Ascendance is active, your spells and attacks that can freeze enemies have a higher chance to do so.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Glyph of Lightning","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Mark Of Thunder</span> deals more damage when it is consumed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mark Of Thunder Damage</span> <span class=\"val\">+75% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Higher Plane","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Arcane Ascendance grants you increased spell damage while active.<ul><li class=\"mod\"><span class=\"standout\">Increased Spell Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Mana Surge","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">While Arcane Ascendance is active, you are granted mana whenever you kill an enemy that is over 5 meters away.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained On Killing Distant Enemy</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Mark Of Thunder","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">While Arcane Ascendance is active, you <span class=\"standout\">Mark</span> enemies you hit that are over 5 meters away. When you exit Arcane Ascendance, you consume all marks, dealing lightning damage to affected enemies.<ul><li class=\"mod\"><span class=\"standout\">Mark Distant Enemies Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Power Overload","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">You are granted increased spell damage each second while Arcane Ascendance is active.<ul><li class=\"mod\"><span class=\"standout\">Increased Spell Damage Per Second</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Power Sprint","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">You are granted <span class=\"standout\">Haste</span> for a duration after leaving Arcane Ascendance. The duration is capped at 200% of the time you spent in Arcane Ascendance.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Rebuff","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">You gain ward when you activate Arcane Ascendance.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain On Start</span> <span class=\"val\">60 per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Shocking Expanse","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">While Arcane Ascendance is active, spells and attacks have a chance to shock enemies over 5 meters away.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance Against Distant Enemies</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Slow Breathing","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Arcane Ascendance drains less mana per second.<ul><li class=\"mod\"><span class=\"standout\">Mana Drain</span> <span class=\"val\">-12% per point</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Superconductor","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">While Arcane Ascendance is active, you automatically cast <span class=\"standout\">Lightning Blast</span> when you hit an enemy. Lightning Blast uses its skill tree and you lose mana equal to Lightning Blast&#039;s cost. This effect has a 2 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Automatically Cast Lightning Blast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Lightning Blast Costs Mana</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Tranquility","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">All of your spells cost less mana while Arcane Ascendance is active, but you cannot regenerate mana while Arcane Ascendance is active.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Mana Efficiency</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Regenerate Mana</span></li></ul>"},{"skill":"Arcane Ascendance","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Unstable Energy","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">You are granted increased cast speed each second while Arcane Ascendance is active.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed Per Second</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Absolute Zero","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole has a chance to chill enemies within its area of effect each second.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Armageddon","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole casts <span class=\"standout\">Meteor</span> every second, but consumes Meteor&#039;s mana cost every second.<ul><li class=\"mod\"><span class=\"standout\">Black Hole Creates Meteors</span> <span class=\"val\"></span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Binary System","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole becomes two stars which orbit each other. One deals fire damage and the other deals cold damage.   Black Hole deals significantly more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Binary System</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Black Hole","usable":["Sorcerer"],"points":"0","effect":"<span class=\"mod\">Summon a powerful black hole at target location that aggressively pulls enemies and deals cold damage over time to enemies within its reach.<ul></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Cascade Fracture","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Black Hole has a chance to create another Black Hole once it expires.<ul><li class=\"mod\"><span class=\"standout\">Black Hole Recast Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Collapse","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole will <span class=\"standout\">Collapse</span> at the end of its duration, an explosion which deals cold hit damage and knocks enemies back.<ul><li class=\"mod\"><span class=\"standout\">Explosion At End</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Knockback</span> <span class=\"val\"></span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Deep Space","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">The explosions created by the <span class=\"standout\">Collapse</span> and <span class=\"standout\">Pulsar</span> nodes have an increased chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Explosion Freeze Rate Multiplier</span> <span class=\"val\">+90% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Density","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Black Hole lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Drifting Singularity","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole moves toward the nearest enemy that is not within its damaging area.<ul><li class=\"mod\"><span class=\"standout\">Black Hole Seeks Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Endless Maw","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Black Hole lasts longer, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Event Horizon","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole deals more damage (multiplicative with other modifiers), but has reduced cast speed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Flaming","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole deals more fire damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Gravity's Guile","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole’s center hits enemies, dealing spell physical damage.<ul><li class=\"mod\"><span class=\"standout\">Black Hole Center Hits</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical Damage</span> <span class=\"val\">35 per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Heat Wave","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole has a chance to ignite enemies within its area of effect each second based on your uncapped fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance Per Second Per 1% Uncapped Fire Res</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Infusion","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole grants you ward each second.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained Per Second</span> <span class=\"val\">18 per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Intensity","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole pulls enemies toward it faster and from within an increased area.<ul><li class=\"mod\"><span class=\"standout\">Pull Strength</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Pull Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Pocket Dimension","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">You can store an additional charge of Black Hole.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Pulsar","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole will <span class=\"standout\">Collapse</span> each second while it exists, but it deals less damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Explodes Each Second</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val negative\">-30%</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Recurrence","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole&#039;s cooldown is reduced and it costs less mana, but pulls enemies towards it slower and pulls enemies within a lesser area (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cooldown Reduction</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Pull Strength</span> <span class=\"val negative\">-25% per point</span></li><li class=\"mod\"><span class=\"standout\">Pull Area</span> <span class=\"val negative\">-25% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Red Giant","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole’s base cold damage is converted to fire damage. Consequently this damage scales with increases to fire damage, but not increases to cold damage.  Black Hole lasts much longer, but no longer pulls enemies.<ul><li class=\"mod\"><span class=\"standout\">Base Damage Converted to Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"val negative\">Does Not Pull</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Scattered","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">A second Black Hole is created 10 meters away in a random direction from the first Black Hole.<ul><li class=\"mod\"><span class=\"standout\">Second Black Hole</span> <span class=\"val\"></span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Scorching","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole’s damage over time penetrates enemy fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Fire Penetration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Singularity","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Black Hole deals significantly more damage (multiplicative with other modifiers), but only 1 Black Hole can be created at a time.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Black Holes Per Cast</span> <span class=\"val negative\">1</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Spacial Dilation","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole moves faster toward the nearest enemy.<ul><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Supermassive","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole deals more damage to rare enemies and bosses (multiplicative with other modifiers), and it prioritises moving towards rare enemies and bosses.<ul><li class=\"mod\"><span class=\"standout\">Damage To Rares And Bosses</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Prioritises Rares And Bosses</span> <span class=\"val\"></span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Tidal Force","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole deals more damage (multiplicative with other modifiers), but Black Hole pulls enemies towards it slower.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Pulls Strength</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Time Dilation","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Black Hole has increased duration and a chance to blind enemies within its area of effect each second.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Umbral Core","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Black Hole deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Black Hole","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Weakened Reality","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Black Hole deals more damage to enemies within 1 meter of its center.<ul><li class=\"mod\"><span class=\"standout\">Damage to Enemies at Centre</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Arctic Storm","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Ice shards released via <span class=\"standout\">Ice Burst</span> have a higher chance to freeze enemies, and deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Ice Burst Damage</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Ice Burst Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Aura of Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Ice Barrage creates a <span class=\"standout\">Chilling Aura</span> around you. The aura repeatedly applies chill to nearby enemies for a duration. This effect can apply multiple stacks of chill to the same enemy.<ul><li class=\"mod\"><span class=\"standout\">Chills Nearby Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill Duration (seconds)</span> <span class=\"val\">0.5 per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Biting Cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Ice Barrage deals more cold damage (multiplicative with other modifiers) and has more critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Brightlance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage hits deal more damage (multiplicative with other modifiers), but no longer seek nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">No Homing</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Brittle Fragments","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Shards cast by Ice Barrage shatter and deal cold damage in a cone behind the target. This does not work on piercing projectiles.<ul><li class=\"mod\"><span class=\"standout\">Ice Shards Shatter On Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Challenge the Elements","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage hits against bosses and rare enemies grant increased fire rate to the remaining hits. This effect stacks up to a cap.<ul><li class=\"mod\"><span class=\"standout\">Increased Fire Rate Against Rare Enemies</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Increased Fire Rate Against Bosses</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Increase</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Cryogenesis","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Ice Barrage deals more damage (multiplicative with other modifiers), but has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Deep Shield","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Ice Shield</span> lasts longer, but Ice Barrage has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Ice Shield Duration (seconds)</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Ice Barrage Cooldown (seconds)</span> <span class=\"val negative\">+2</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Eternal Winter","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Ice Barrage lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration (Seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Frigid Barrage","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Ice Barrage hits have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Frigid Doom","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When Ice Barrage hits an enemy it has a chance to cast <span class=\"standout\">Frost Nova</span>, a cold spell that damages nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Frost Nova</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Frost Armor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">While <span class=\"standout\">Ice Shield</span> is active, you deal more global cold damage and take less cold damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Global Cold Damage</span> <span class=\"val\">30% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Damage Taken</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Frozen Ballista","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage deals significantly more damage (multiplicative with other modifiers) and has a shorter cooldown, but now only lasts 1 second and fires 3 projectiles.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (seconds)</span> <span class=\"val\">-1.5</span></li><li class=\"mod\"><span class=\"standout\">Projectiles</span> <span class=\"val negative\">3</span></li><li class=\"mod\"><span class=\"standout\">Duration (second)</span> <span class=\"val negative\">1</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Hail Storm","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Ice Barrage has a faster rate of fire.<ul><li class=\"mod\"><span class=\"standout\">Fire Rate</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Hypothermia","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Ice Shards that pierce enemies have a chance to inflict them with <span class=\"standout\">Frostbite</span>.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance with Piercing</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Ice Barrage","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Opens a rift that repeatedly shoots a barrage of ice shards in a target direction for 5 seconds.<ul></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Ice Burst","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage instantly fires 5 ice shards in a cone.<ul><li class=\"mod\"><span class=\"standout\">Ice Burst On Activation</span> <span class=\"val\">+5</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Ice Shield","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you cast Ice Barrage you now also summon an <span class=\"standout\">Ice Shield</span> in the target direction, a shield that blocks projectiles. Ice Shield lasts 2 seconds.  Ice Barrage has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Ice Shield On Activation</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (Seconds)</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Ice Spire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage has a faster rate of fire, but you move more slowly while it is active.<ul><li class=\"mod\"><span class=\"standout\">Fire Rate</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Reduced Movespeed</span> <span class=\"val negative\">30%</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Intensifying Cold","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Each ice shard released by Ice Barrage has a higher chance of freezing enemies than the previous shard.  This effect resets when Ice Barrage is recast.<ul><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">10</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier Per Ice Shard</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Jagged Ice","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Ice Barrage has more critical strike chance against frozen targets (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance Against Frozen Targets</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Looming Frost","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Each ice shard released by Ice Barrage deals more damage than the previous shard (multiplicative with other modifiers).  This bonus stacks, but is reset on recasting Ice Barrage.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Ice Shard</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">5 per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Nailed Shot","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Each ice shard cast by Ice Barrage has a chance to pierce all enemies (continue through enemies hit).<ul><li class=\"mod\"><span class=\"standout\">Pierce Chance</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Shattered Skin","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Ice Barrage hits deal more damage to frozen targets (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Hit Damage To Frozen Targets</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Shattering Bulwark","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When <span class=\"standout\">Ice Shield</span> expires it explodes, freezing nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Ice Shield Detonates On Expiration</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Sleetfire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage has significantly increased fire rate, but while it is active all skills have increased mana cost.<ul><li class=\"mod\"><span class=\"standout\">Increased Fire Rate</span> <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Cost</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Sublimation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Ice Barrage deals more damage (multiplicative with other modifiers), and its ice shards become larger.  Ice Barrage has a slower fire rate, and there is a longer delay between each shard being created and released.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Ice Shard Size</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Rate</span> <span class=\"val negative\">-13% per point</span></li><li class=\"mod\"><span class=\"standout\">Delay Before Each Ice Shard</span> <span class=\"val negative\">+30%</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Subthermal Velocity","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">When a target is frozen by Ice Barrage, you are granted increased cast speed for 4 seconds.  This effect can stack a limited number of times.<ul><li class=\"mod\"><span class=\"standout\">Increased Cast Speed Per Stack</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Warding Bolts","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">You have a chance to gain ward on hit with Ice Barrage.<ul><li class=\"mod\"><span class=\"standout\">Chance To Gain Ward</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">7</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Wintry Blast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Ice Barrage now fire 5 ice shards in a cone in front of you, but has a slower fire rate and costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Fire Rate</span> <span class=\"val negative\">-40%</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Cost</span> <span class=\"val negative\">+20%</span></li></ul>"},{"skill":"Ice Barrage","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Yrun's Conquest","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Ice Barrage releases ice shards in a wider cone.<ul><li class=\"mod\"><span class=\"standout\">Cone Width (Degrees)</span> <span class=\"val\">+30 per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Aftermath","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">After you cast Meteor you recover a portion of the mana spent over the next three seconds.   You can only recover mana from one cast at once, so if you cast meteor again within three seconds you lose the remaining mana you would have recovered from the first cast.<ul><li class=\"mod\"><span class=\"standout\">Portion of Mana Cost Recovered</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Apocalyptic Impact","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Meteors deals damage in a larger area of effect.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Astral Cataclysm","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Meteor critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Celestial Celerity","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Meteor has increased cast speed, but costs more mana. Meteors fall faster.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Fall Speed</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Craterborn","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Casting Meteor grants the <span class=\"standout\">Craterborn</span> buff, granting additional fire penetration and increased cast speed for a short duration. Craterborn does not stack.<ul><li class=\"mod\"><span class=\"standout\">Craterborn Fire Penetration</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Craterborn Increased Cast Speed</span> <span class=\"val\">15%</span></li><li class=\"mod\"><span class=\"standout\">Craterborn Duration (seconds)</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Crushing Force","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Meteor deals more damage (multiplicative with other modifiers) and even more against enemies at full health.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage To Full Health Enemies</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Cycle of Fire","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Directly casting Fireball while you have <span class=\"standout\">Craterborn</span> grants ward and restores your mana.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">10 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Distant Craters","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Meteor deals more damage (multiplicative with other modifiers), but meteors fall further apart.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Fall Radius</span> <span class=\"val negative\">+15% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Extinction","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Improves Meteor&#039;s base critical strike chance. Meteor has a chance to deal damage in a significantly increased area.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Large Meteor Chance</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Large Meteor Area of Effect</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Force of Impact","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\">Meteor has a chance to stun enemies and stuns it inflict last longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Heat Flux","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Meteors cast <span class=\"standout\">Frost Claw</span> towards a nearby enemy on impact, consuming 120% of Frost Claw&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Frost Claws</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Infernal Column","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Meteors fall in a line towards where you aim, but Meteor costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Meteors Fall In A Line</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15%</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Infernal Descent","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Meteor deals more damage (multiplicative with other modifiers), but Meteor has reduced cast speed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Jagged Fragments","usable":["Sorcerer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Damage</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Mana Fall","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Meteor costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Meteor","usable":["Sorcerer"],"points":"0","effect":"<span class=\"mod\">Call a meteor from the sky that deals a large amount of damage upon landing.<ul></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Meteor Shower","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">When directly cast, more Meteors fall per cast, but individual Meteors deal damage in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Number Of Meteors For Direct Casts</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Radius</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Piercing Remnants","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> projectiles pierce (continue through targets they hit), but travel slower.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Pierces</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shrapnel Speed and Range</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Rain of Fire","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">When directly cast, more Meteors fall per cast.<ul><li class=\"mod\"><span class=\"standout\">Number Of Meteors For Direct Casts</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Rapid Break Up","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> travels faster, causing it to travel further.<ul><li class=\"mod\"><span class=\"standout\">Speed and Range</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Rapid Descent","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Meteor falls faster.<ul><li class=\"mod\"><span class=\"standout\">Fall Speed</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Rapid Impacts","usable":["Sorcerer"],"points":"3","effect":"<span class=\"mod\">Meteors fall more frequently. This does not affect the total number of Meteors that fall.<ul><li class=\"mod\"><span class=\"standout\">Fall Frequency</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Shattering Star","usable":["Sorcerer"],"points":"2","effect":"<span class=\"mod\">Meteor has a chance to break into <span class=\"standout\">Shrapnel</span> on impact, hitting nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Stardust","usable":["Sorcerer"],"points":"4","effect":"<span class=\"mod\">Meteors deal more damage of all types except fire (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Non-Fire Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Twin Meteors","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">When directly cast, an additional Meteor falls within a 4m radius of the first, but Meteor costs much more mana.<ul><li class=\"mod\"><span class=\"standout\">Number Of Meteors For Direct Casts</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">+50</span></li></ul>"},{"skill":"Meteor","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"World Ender","usable":["Sorcerer"],"points":"1","effect":"<span class=\"mod\">Meteor always crits if you have more than 400 mana before you cast it.<ul><li class=\"mod\"><span class=\"standout\">Always Crits When Above 400 Mana</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Arcane Current","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Static Orb generates <span class=\"standout\">Static Charges</span> on hit.<ul><li class=\"mod\"><span class=\"standout\">Static Charges On Hit</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Atomic Manipulation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">For 4 seconds after using Static Orb directly casting <span class=\"standout\">Lightning Blast</span> and hitting at least one enemy will return 25% of Static Orb&#039;s mana cost.   This effect can only occur a limited number of times.<ul><li class=\"mod\"><span class=\"standout\">Refund Trigger Amount</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Auxiliary Capacity","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">You have a chance to cast an additional Static Orb towards the target when it hits a rare enemy or boss. This effect has a short cooldown.<ul><li class=\"mod\"><span class=\"standout\">Chance To Double Cast</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">5</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Ball Lightning","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static Orb costs significantly less mana, but it now has a chance to not explode.  If you <span class=\"standout\">Scatter Blast</span> then you only have a chance to create small orbs, and if you have <span class=\"standout\">Orbital Fulmination</span> all static orbs orbit you for a reduced duration.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-26</span></li><li class=\"mod\"><span class=\"standout\">Chance To Not Explode</span> <span class=\"val negative\">90%</span></li><li class=\"mod\"><span class=\"standout\">Small Orb Chance with Scatter Blast</span> <span class=\"val negative\">20%</span></li><li class=\"mod\"><span class=\"standout\">Orbit Duration with Orbital Fulmination</span> <span class=\"val negative\">-35%</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Biting Force","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static Orb&#039;s base lightning damage is converted to cold and it gains a base freeze rate, but it no longer pulls enemies. Consequently this damage scales with increases to cold damage, but not increases to lightning damage.  Shock chance from all sources is converted to <span class=\"standout\">Frostbite</span> and effects related to shock now depend on Frostbite instead.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Static Orb Freeze Rate</span> <span class=\"val\">40</span></li><li class=\"mod\"><span class=\"standout\">Explosion Freeze Rate</span> <span class=\"val\">80</span></li><li class=\"mod\"><span class=\"standout\">Shock -> Frostbite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Charged Allies","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">You and allies have additonal shock chance and increased shock effectiveness while inside <span class=\"standout\">Charged Ground's</span> area.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance Inside Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Shock Effect Inside Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Critical Trajectory","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Static Orb&#039;s critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Electrocuting Cascade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Charged Ground</span> deals more damage (multiplicative with other modifiers) per additonal critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Damage Per 10% Crit Multiplier</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Forking Surge","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">The explosion creates additional <span class=\"standout\">Tendrils</span> to hit enemies outside the explosion area.<ul><li class=\"mod\"><span class=\"standout\">Explosion Tendrils</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Fusionblast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">After using Static Orb the next <span class=\"standout\">Lightning Blasts</span> cast from any source chain 2 additonal times.<ul><li class=\"mod\"><span class=\"standout\">Next Number Of Lightning Blasts</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Additional Chains</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Glacial Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The orb and the explosion have a higher chance to freeze enemies, but the explosion no longer creates Tendrils.<ul><li class=\"mod\"><span class=\"standout\">Orb Freeze Rate Multiplier</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Explosion Freeze Rate Multiplier</span> <span class=\"val\">+150%</span></li><li class=\"mod\"><span class=\"val negative\">No Tendrils</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Insidious Focus","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static Orb costs less mana, but it no longer pulls enemies.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-6</span></li><li class=\"mod\"><span class=\"val negative\">No Pull</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Manacharged","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Static Orb deals more damage (multiplicative with other modifiers) per 25 maximum mana, but Static Orb costs additional mana equal to a portion of your maximum mana, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Per 25 Max Mana</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Added Mana Cost</span> <span class=\"val\">100</span></li><li class=\"mod\"><span class=\"standout\">Maximum Mana -> Mana Cost</span> <span class=\"val negative\">+2% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Open Circuit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Static Orb travels faster and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Orbital Fulmination","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">The orb now orbits you for up to 3 seconds before exploding, but you are limited to a few orbs and casting more will detonate older ones.  Static Orb gains damage and explosion area with time rather than travel distance, but scales up to the same maximum as before.<ul><li class=\"mod\"><span class=\"standout\">Maximum Orbiting Orbs</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage And Area Time Scaling</span> <span class=\"val\"></span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Overcharged Detonation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static Orb explodes on hit rather than piercing enemies. The orb deals more hit damage (multiplicative with other modifiers) per 1 mana cost.<ul><li class=\"mod\"><span class=\"standout\">Explodes On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Orb Hit Damage Per 1 Mana Cost</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"val negative\">No Pierce</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Overwhelming Barrage","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">The explosion has a higher chance to stun, increased stun duration and you gain ward on stun with the explosion.<ul><li class=\"mod\"><span class=\"standout\">Explosion Increased Stun Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Explosion Increased Stun Duration</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain On Stun</span> <span class=\"val\">+8 per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Recurring Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">If Static Orb does not explode it returns to you and deals damage on the way back, but it costs more mana.  This node has no effect if you have <span class=\"standout\">Orbital Fulmination</span>.<ul><li class=\"mod\"><span class=\"standout\">Returns To You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+8</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Scatter Blast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Casting Static Orb sends out smaller orbs in a cone in front of you. These small orbs can hit the same target as the large orb, but cannot explode and do not pull.<ul><li class=\"mod\"><span class=\"standout\">Smaller Orbs</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"val negative\">Small Orbs Cannot Pull</span></li><li class=\"mod\"><span class=\"val negative\">Small Orbs Cannot Explode</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Shocking Conduit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Static Orb hits has a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Static Armor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Static Orb grants you <span class=\"standout\">Lightning Aegis</span> for a short duration on cast, which grants 50% increased lightning damage and 25% less damage taken. Lightning Aegis causes an explosion of lightning damage when you lose 25% of your health or after 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Lightning Aegis Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Static Ground","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">The explosion now leaves behind <span class=\"standout\">Charged Ground</span> dealing lightning damage over time in an area. Creating another Charged Ground halves the remaining duration of all existing ones.<ul><li class=\"mod\"><span class=\"standout\">Charged Ground On Explosion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Remaining Charged Ground Duration</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Static Orb","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Casts an orb in a target direction that deals lightning damage and pulls enemies that it hits towards it as it travels. At the target location it explodes, dealing lightning damage to enemies surrounding it and also striking up to 5 enemies further out. The further it travels the higher the damage and area of effect of the explosion, up to 100%.<ul></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Storm Artillery","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static Orb deals more damage and now travel faster and in an arcing trajectory rather than a straight line, but it no longer pulls or hits enemies until it explodes.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8%</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Arcing Trajectory</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Pull</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Storm Burst","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Static Orb deals more damage (multiplicative with other modifiers) in a larger area, but automatically explodes after 4 meters.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">Explodes After 4 Meters</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Storm Conductor","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Static Orb deals more spell damage (multiplicative with other modifiers) to shocked enemies.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage To Shocked Enemies</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Volatile Outburst","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">The explosion&#039;s damage ramps up more with distance, but it travels slower.<ul><li class=\"mod\"><span class=\"standout\">Damage Ramp</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Static Orb","skill-group":"Sorcerer","class":"Mage","mastery":"Sorcerer","name":"Wintry Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">The orb and the explosion have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Orb Freeze Rate Multiplier</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Explosion Freeze Rate Multiplier</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Burst of Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> Cast <span class=\"standout\">Fire Burst</span> when hitting an ignited enemy, up to a limited number of times per 2 seconds.  <span class=\"standout\">Active:</span> Fire Burst&#039;s limit is doubled.<ul><li class=\"mod\"><span class=\"standout\">Fire Burst Against Ignited Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit Per 2 Seconds</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Limit Per 2 Seconds While Active</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Capacitance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Zap</span> from <span class=\"standout\">Conduit</span> has a chance to be replaced with <span class=\"standout\">Lightning Blast</span>.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Replacement Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Celerity","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You have increased melee attack speed.<ul><li class=\"mod\"><span class=\"standout\">Melee Attack Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Cleansed by the Elements","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Activating Enchant Weapon cleanses negative ailments.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Concentration","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Enchant Weapon is active for longer.<ul><li class=\"mod\"><span class=\"standout\">Active Duration</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Conduit","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> You have a chance to cast <span class=\"standout\">Zap</span> when you use a melee attack and hit at least one enemy. This effect has a 1 second cooldown.  <span class=\"standout\">Active:</span> Zap&#039;s cooldown is reduced.<ul><li class=\"mod\"><span class=\"standout\">Chance to Zap on Melee Hit</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Zap Cooldown Reduction while Active</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Conflagrate","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Activating Enchant Weapon consumes all ignite stacks on nearby enemies, causing their damage to be dealt instantly.<ul><li class=\"mod\"><span class=\"standout\">Instant Ignite Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Desperation","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You deal increased elemental damage with melee attacks proportional to how much mana you are missing when Enchant Weapon is activated.<ul><li class=\"mod\"><span class=\"standout\">Melee Elemental Damage Per 2% Missing Mana</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Draw Power","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You leech a portion of the fire and lightning damage you deal with melee attacks as health.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Leech</span> <span class=\"val\">+0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Lightning Leech</span> <span class=\"val\">+0.5% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Efficacy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> Activating Enchant Weapon costs less mana.  <span class=\"standout\">Active:</span> You deal increased elemental damage with melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-5 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Melee Elemental Damage</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Enchant Weapon","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">Active: Enchant your weapon with elemental power. Your melee attacks deal 50% more elemental damage for 5 seconds.  Passive: Your melee attacks deal 15% more elemental damage.<ul></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Eternal Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> Ignites you inflict last longer (doubled while active).<ul><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Flameblast","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> <span class=\"standout\">Fire Burst</span> deals more damage (multiplicative with other modifiers).  <span class=\"standout\">Active:</span> Fire Burst also has increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Fire Burst Damage</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Burst Area While Active</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frostbrand","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You deal additional cold damage with melee attacks, and deal increased cold damage with melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Added Melee Cold Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Melee Cold Damage</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frozen Sparks","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You deal additional cold and lightning damage with melee attacks based on your weapon&#039;s melee damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Lightning Damage Per 5 Melee Damage</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Melee Cold Damage Per 5 Melee Damage</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Fulminate","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> You have a chance to shock enemies with melee attacks.  <span class=\"standout\">Active:</span> This effect is doubled.<ul><li class=\"mod\"><span class=\"standout\">Melee Shock Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Icicle Strike","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> Your melee attacks have a chance to cast piercing <span class=\"standout\">Ice Shards</span> towards enemies they hit, up to a limited number of times per 2 seconds.  <span class=\"standout\">Active:</span> The chance to cast Ice Shards is tripled.<ul><li class=\"mod\"><span class=\"standout\">Ice Shards Chance</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit per 2 Seconds</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Chance Tripled while Active</span> <span class=\"val\"></span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Immolating Strike","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> You have a chance to ignite enemies with melee attacks.  <span class=\"standout\">Active:</span> This effect is doubled.<ul><li class=\"mod\"><span class=\"standout\">Melee Ignite Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Kindling Blade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly use a melee attack, Enchant Weapon will automatically activate if it is not on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Automatically Casts on Melee Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Molten Steel","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You deal additional fire damage with melee attacks, and deal increased fire damage with melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Melee Fire Damage</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Overloaded","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Activating Enchant Weapon causes your next melee elemental attack to be free.<ul><li class=\"mod\"><span class=\"standout\">Free Melee Elemental Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Power Vent","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You gain stacks of <span class=\"standout\">Fire Aura</span> every second.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura Stacks Per Second</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Searing Conflagration","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Ignites consumed by <span class=\"standout\">Conflagrate</span> deal significantly more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Conflagrate Damage</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Shivering Blade","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Passive:</span> You have a chance to chill enemies with melee attacks, and you gain a chance to inflict frostbite on enemies based on your chill chance.  <span class=\"standout\">Active:</span> Both of these effects are doubled.<ul><li class=\"mod\"><span class=\"standout\">Melee Chill Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent of Chill Chance gained as Frostbite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Thundering","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> You deal additional lightning damage with melee attacks, and deal increased lightning damage with melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Added Melee Lightning Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Melee Lightning Damage</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"To The Bone","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Active:</span> <span class=\"standout\">Ice Shards</span> fires 2 additional projectiles.<ul><li class=\"mod\"><span class=\"standout\">Ice Shards Projectiles</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Enchant Weapon","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Unstable Enchantment","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Enchant Weapon has a reduced cooldown and duration.  <span class=\"standout\">Active:</span> You cast <span class=\"standout\">Elemental Nova</span> when you activate Enchant Weapon and when its active duration ends, consuming mana equal to Elemental Nova&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val\">-25%</span></li><li class=\"mod\"><span class=\"standout\">Casts Elemental Nova on Active Start and End</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Active Duration</span> <span class=\"val negative\">-25%</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">100%</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Arcane Sharpshooter","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Firebrand grants global spell critical strike multiplier per stack of Firebrand.<ul><li class=\"mod\"><span class=\"standout\">Spell Critical Multiplier</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Ardent Branding","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Firebrand can have more maximum stacks and deals more damage per stack, but it has less attack speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">+3</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Stack</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Brand of Arcanus","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Stacks of Firebrand now also grant added spell fire damage.<ul><li class=\"mod\"><span class=\"standout\">Spell Fire Damage per Stack</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Charring","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Firebrand deals more melee damage per stack of Firebrand (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Per Stack</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Conflagrate","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">You gain an additional stack of Firebrand when attacking, but Firebrand costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Stacks Per Attack</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Crossfire","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Each stack of Firebrand grants you global Ignite Chance.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance Per Stack</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Electrostatic","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Gain stacks of <span class=\"standout\">Static</span> if Firebrand hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Static Charges</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Everflames","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">You refresh the duration of all stacks of Firebrand when gaining a new stack.<ul><li class=\"mod\"><span class=\"standout\">Stacks Refreshed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Excitation","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">While you have at least 1 stack of Firebrand, your next cast of <span class=\"standout\">Lightning Blast</span> will consume all stacks to chain additional times per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast Chains per Firebrand Stack Consumed</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Exothermic","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Using <span class=\"standout\">Flame Reave</span> consumes stacks of Firebrand to gain <span class=\"standout\">Ignite</span> Chance per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Stacks Consumed</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance Per Stack</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Fading Flame","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">You gain ward when a stack of Firebrand expires or is consumed.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Stack Consumed or Expired</span> <span class=\"val\">15 per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Firebrand","usable":["Spellblade"],"points":"0","effect":"<span class=\"mod\">A melee attack which grants you a stack of Firebrand buff if it hits an enemy. Each stack of the Firebrand buff increases the size of subsequent Firebrand attacks and adds melee fire damage.<ul></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Flare","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Firebrand has a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Fulmination","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Firebrand attacks faster per stack of Firebrand, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed Per Stack</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Added Speed</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Galvanize","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Firebrands&#039;s base fire damage and added melee fire damage from stacks is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.  All ignite chance from this tree is converted to shock chance and effects related to ignite now depend on shock instead.  Swaps Firebrand&#039;s <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Heat Wave","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Directly using Firebrand has a chance to grant a stack of Fire Aura based on your current Firebrand stacks. This effect can trigger a limited number of times per second.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura Chance per Firebrand Stack</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Limit per Second</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Hypothermia","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Using <span class=\"standout\">Shatter Strike</span> consumes stacks of Firebrand to gain <span class=\"standout\">Frostbite</span> Chance per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance Per Stack</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Stacks Consumed</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Illuminating Fire","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Consuming stacks of Firebrand with <span class=\"standout\">Incineration</span> grants bonus critical strike chance and critical strike multiplier per stack.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance per Stack Consumed</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Crit Multiplier per Stack Consumed</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Incineration","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Your next melee attack, that is not Firebrand, consumes all stacks of Firebrand and deals more damage per stack consumed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Other Melee Consumes Stacks</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Per Stack</span> <span class=\"val\">+12%</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Inferno","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Firebrand has a chance to inflict <span class=\"standout\">Spreading Flames</span> when hitting an ignited enemy.  Stacks of Firebrand also grant more fire damage (multiplicative with other modifiers) against enemies afflicted by Spreading Flames.<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Chance vs Ignited</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">More Fire Damage Per Stack vs Spreading Flames</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Inflame","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Firebrand has additional melee critical strike multiplier per stack of Firebrand.<ul><li class=\"mod\"><span class=\"standout\">Melee Critical Multiplier</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Insulation","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Firebrand grants additional armor and fire resistance per stack of Firebrand.<ul><li class=\"mod\"><span class=\"standout\">Armor Per Stack</span> <span class=\"val\">+15 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Resistance Per Stack</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Kindling","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Firebrand has increased melee critical strike chance per stack of Firebrand.<ul><li class=\"mod\"><span class=\"standout\">Increased Melee Crit Chance Per Stack</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Pyre","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">If Firebrand hits at least one enemy, it consumes mana to cast <span class=\"standout\">Flame Wave</span>, a spell that deals fire damage in a line.<ul><li class=\"mod\"><span class=\"standout\">Flame Wave On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">4</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Pyroshielding","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">You gain ward when Firebrand hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">8 per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Searing Brand","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Firebrand deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Triple Strike","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Firebrand now shoots three lines instead of one in a cone in front of you, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Firebrand lines</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Undying Fire","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Stacks of Firebrand last longer.<ul><li class=\"mod\"><span class=\"standout\">Stack Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Warding Flames","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">You gain ward per second per stack of Firebrand.<ul><li class=\"mod\"><span class=\"standout\">Ward Per Second Per Stack</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Firebrand","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Wildfire","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Firebrand can have more maximum stacks.<ul><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Accelerando","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Reave requires fewer stacks of <span class=\"standout\">Rhythm of Fire</span> to consume all stacks. This does not affect the bonuses from consuming stacks.  Additionally when Flame Reave consumes <span class=\"standout\">Rhythm of Fire</span> stacks it gains additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Required Rhythm of Fire Stacks</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Crit Chance when Consuming Stacks</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Arcane Severance","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave deals more melee damage (multiplicative with other modifiers) and it deals added melee damage based on your added spell damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage per 4 Spell Damage</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Ashen Waste","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Flame Reave&#039;s critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Catalyst of Ash","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">When you directly cast Flame Reave and consume <span class=\"standout\">Rhythm of Fire</span>, you cast <span class=\"standout\">Elemental Nova</span> with more area and damage (multiplicative with other modifiers). This effect consumes a percentage of Elemental Nova&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Rhythm of Fire Casts Elemental Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Elemental Nova Damage And Area</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Chaos Flare","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave melee hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance Against Ignited</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Dancing Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Reave has increased attack speed and costs less mana, but travels more slowly, reducing its range.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-14% per point</span></li><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Ember Infusion","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave deals more melee damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Engulfing Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave hits have a chance to apply <span class=\"standout\">Spreading Flames</span>.  Flame Reave deals more fire damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage Over Time</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Flame Caller","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Reave returns to you. This can hit the same enemy again.<ul><li class=\"mod\"><span class=\"standout\">Returns To You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Flame Reave","usable":["Sorcerer","Spellblade","Runemaster"],"points":"0","effect":"<span class=\"mod\">A melee attack that releases a wave of flames from your weapon, cleaving through enemies in a cone in front of you. Deals less damage as it expands, up to 50% less at maximum distance.<ul></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frenzied Flame","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave hits have a chance to grant you <span class=\"standout\">Frenzy</span> for 3 seconds.  In addition to Frenzy&#039;s base effect it now grants Flame Reave additional melee fire damage.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Chance</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Flame Reave Fire Damage during Frenzy</span> <span class=\"val\">+8 per point</span></li><li class=\"mod\"><span class=\"standout\">Frenzy Duration (Seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Heat Wave","usable":["Sorcerer","Spellblade","Runemaster"],"points":"5","effect":"<span class=\"mod\">Flame Reave deals more fire damage (multiplicative with other modifiers)<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Infernal Alchemy","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">When you attack with Flame Reave and critically strike at least one enemy you gain ward.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">15 per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Infernal Calling","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Each time Flame Reave returns, it pulls enemies to you and grants you <span class=\"standout\">Haste</span> for a duration.<ul><li class=\"mod\"><span class=\"standout\">Pulls Enemies On Return</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Kindling","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Flame Reave can store an additional charge and has increased cooldown recovery rate, but it also has additional mana cost.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+6 per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Lingering Embers","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Fire Aura</span> when you directly use Flame Reave. Flame Reave has additional chance to Ignite on hit per active Fire Aura.  These effects are tripled if Flame Reave has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance per Fire Aura</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled With Cooldown</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Naurcrist","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave hits deal additional melee fire damage per equipped sword.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage Per Sword</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Precise Destruction","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Reave has additional critical strike chance, but deals damage in a narrower area.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Width</span> <span class=\"val negative\">-8% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Reflash","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Reave now has a cooldown, but it expands and returns a second time. This can hit the same enemy two additional times.<ul><li class=\"mod\"><span class=\"standout\">Expands and Returns Again</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">3</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Rhythm of Fire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Using Flame Reave grants 4 stacks of <span class=\"standout\">Rhythm of Fire</span>. If you already have 12 stacks, Flame Reave instead consumes all the stacks to gain significantly more width, range, and damage (all multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Stacks on use</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Width when consuming 12 stacks</span> <span class=\"val\">+65%</span></li><li class=\"mod\"><span class=\"standout\">Range when consuming 12 stacks</span> <span class=\"val\">+130%</span></li><li class=\"mod\"><span class=\"standout\">Damage when consuming 12 stacks</span> <span class=\"val\">+130%</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Rolling Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"2","effect":"<span class=\"mod\">Flame Reave travels faster, increasing its range.<ul><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Rolling Thunder","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Half of Flame Reave&#039;s base damage is converted to lightning, meaning that this half of the damage scales with increases to lightning damage but not with increases to fire damage.  Fire damage bonuses from this tree now also apply to Lightning.  Ignite chance from this tree now also grants an equal amount of shock chance.  Flame Reave gains a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">50% Base Damage -> Lightning</span> <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage modifiers on tree also apply to Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance from tree also grants Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Scorched Earth","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly use Flame Reave and kill an enemy or hit a boss or rare enemy, you cast <span class=\"standout\">Fireball</span> at a random enemy within 6 meters. This effect can occur a limited number of times per 2 seconds, and consumes a percentage of Fireball&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Fireball on Kill or Boss or Rare Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit per 2 Seconds</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Scorching Tide","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Reave hits deal more melee damage against ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage vs Ignited</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Slash and Burn","usable":["Sorcerer","Spellblade","Runemaster"],"points":"4","effect":"<span class=\"mod\">Flame Reave hits have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Thermopile","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">When you directly use Flame Reave and kill an enemy or hit a boss or rare enemy, you cast <span class=\"standout\">Lightning Blast</span> at a random enemy within 6 meters. This effect can occur a limited number of times per 2 seconds, and consumes a percentage of Lightning Blast&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast on Kill or Rare or Boss Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit Per 2 Seconds</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Unbound Flames","usable":["Sorcerer","Spellblade","Runemaster"],"points":"3","effect":"<span class=\"mod\">Flame Reave deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Width</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Versatility","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Directly using Surge, Fireball, Mana Strike, or Firebrand also grants stacks of <span class=\"standout\">Rhythm of Fire</span>.  These skills cannot consume stacks of <span class=\"standout\">Rhythm of Fire</span> and you cannot exceed the number of stacks required for Flame Reave to consume stacks, which is 12 by default.<ul><li class=\"mod\"><span class=\"standout\">Stacks on Surge Use</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Stacks on Fireball Use</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Stacks on Manastrike Use</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Stacks on Firebrand Use</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Flame Reave","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Worldfire","usable":["Sorcerer","Spellblade","Runemaster"],"points":"1","effect":"<span class=\"mod\">Flame Reave hits enemies in an expanding circle centered on you, but has less range and costs significantly more mana.<ul><li class=\"mod\"><span class=\"standout\">Circle Area Of Effect</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+8</span></li><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Absolute Zero","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike deals more damage, but has less attack speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Acclimated","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">You take less cold damage (multiplicative with other modifiers) for 4 seconds after hitting an enemy with Shatter Strike.   This effect is doubled when hitting a frozen enemy.<ul><li class=\"mod\"><span class=\"standout\">Less Cold Damage Taken On Hit</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against Frozen Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Arctic Blast","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike pulls enemies towards a point in front of you.<ul><li class=\"mod\"><span class=\"standout\">Pull Towards Overlap</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Breadth of Cold","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Shatter Strike deals more damage (multiplicative with other modifiers) and has increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Chillflame","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike hits convert all stacks of ignite on enemies into <span class=\"standout\">Frostbite</span>.<ul><li class=\"mod\"><span class=\"standout\">Ignite -> Frostbite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Clash of Lightning","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike&#039;s base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. Frostbite chance from all sources is converted to shock chance. Swaps Shatter Strike&#039;s <span class=\"standout\">Cold</span> tag for a <span class=\"standout\">Lightning</span> tag.  Shatter Strike can no longer freeze enemies. Effects within Shatter Strike&#039;s tree which require a frozen target instead require that the target has 10 stacks of shock.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance -> Shock Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cannot Freeze</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Cold Presence","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike deals more damage (multiplicative with other modifiers).  This effect is doubled against enemies at high health.<ul><li class=\"mod\"><span class=\"standout\">More Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against High Health Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Cold Steel","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike’s critical strikes deal more damage per equipped sword.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier Per Sword</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frigid Efficacy","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Ice Spikes</span> deal more damage (multiplicative with other modifiers). Ice Spikes from direct casts of Shatter Strike move faster, causing them to travel farther.<ul><li class=\"mod\"><span class=\"standout\">Ice Spikes Damage</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Ice Spikes Projectile Speed for Direct Casts</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frigid Zephyr","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike grants <span class=\"standout\">Haste</span> for two seconds when it kills a frozen enemy.<ul><li class=\"mod\"><span class=\"standout\">Haste On Frozen Kill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frostbitten","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike has a chance to inflict enemies with <span class=\"standout\">Frostbite</span>.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Frozen Shrapnel","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike fires 8 <span class=\"standout\">Ice Spikes</span>. Indirect casts create half as many Ice Spikes.  An enemy can be hit by both Shatter Strike and up to 1 Ice Spike from each cast.<ul><li class=\"mod\"><span class=\"standout\">Shatter Strike Casts Ice Spikes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Glacial Smash","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike&#039;s hits deal more damage (multiplicative with other modifiers).  This effect is doubled against frozen enemies.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against Frozen Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Hoarfrost","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike hits grant ward.  This effect is doubled for hits against frozen enemies.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against Frozen</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Ice Barrier","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Shatter Strike hits grant a stack of <span class=\"standout\">Ice Barrier</span> for 4 seconds, granting additional armor. This effect can trigger a limited number of times per 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Armor Gained</span> <span class=\"val\">+6 per point</span></li><li class=\"mod\"><span class=\"standout\">Limit Per 4 Seconds</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Iceblink","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike has increased attack speed with a one handed weapon equipped, and it has a chance to recast two additional times with a two handed weapon equipped.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed with One Handed Weapon</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance for Two Recasts with Two Handed Weapon</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Icy Flow","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike costs less mana and grants ward on hit.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gained</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Lingering Chill","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">You deal more cold damage (multiplicative with other modifiers) and are more likely to freeze enemies if you have used Shatter Strike recently (past 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global More Cold Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Obliteration","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Shatter Strike&#039;s instant kill on frozen enemies occurs at a higher health threshold, and Shatter Strike has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold Against Frozen Enemies</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Razor Ice","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Frostbite</span> inflicted by Shatter Strike has additional Cold Penetration.<ul><li class=\"mod\"><span class=\"standout\">Cold Penetration with Frostbite</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Rimestrike","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike chills enemies, and has additional freeze rate based on its chill chance.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate per 10% Chill Chance</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Shatter Strike","usable":["Spellblade"],"points":"0","effect":"<span class=\"mod\">A sweeping melee attack of 2 arcs that strikes enemies in a circle around you dealing cold damage and instantly kills frozen enemies below 10% health.  Enemies in the middle of the attack are hit twice, where the arcs overlap.<ul></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Shiver","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Shatter Strike deals damage in a larger area and penetrates enemy cold resistance.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Penetration</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Solidify","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Shatter Strike has a higher chance to freeze enemies and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Stormfused","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Shatter Strike deals more lightning damage per stack of shock on the target.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage per Shock</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Unrelenting Winter","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Ice Spikes</span> have a chance on hit to create a random size <span class=\"standout\">Glacier</span>, consuming a percentage of Glacier&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Glacier Chance</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">25%</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Whiteout","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Shatter Strike recasts after it finishes, but costs more mana and has less attack speed (multiplicative with other modifiers). You can use other skills during the recasts.<ul><li class=\"mod\"><span class=\"standout\">Recasts</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Less Attack Speed</span> <span class=\"val negative\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+80% per point</span></li></ul>"},{"skill":"Shatter Strike","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Winter's Boon","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Shatter Strike grants mana when it kills an enemy, doubled if that enemy was frozen.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain on Kill</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Doubled for Frozen Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Capacitator","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">You gain <span class=\"standout\">Static Charges</span> on hit with Surge.<ul><li class=\"mod\"><span class=\"standout\">Static Charges</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Charged Movement","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">Surge has a chance to apply a <span class=\"standout\">Spark Charge</span> on enemies.<ul><li class=\"mod\"><span class=\"standout\">Spark Charge</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Coldfront","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Surge causes a <span class=\"standout\">Tidal Wave</span> to continue past the arrival point, dealing spell cold damage and chills enemies.<ul><li class=\"mod\"><span class=\"standout\">Tidal Wave On Arrival</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Concentrated Current","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Surge deals more damage (multiplicative with other modifiers) but you travel a shorter distance.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Distance</span> <span class=\"val negative\">-20% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Conduit","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Surge deals more lightning damage per 4 <span class=\"standout\">Static Charges</span> you have when you use Surge (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Crackling Blades","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Shock applied by Surge has increased duration per equipped sword.  <span class=\"standout\">Spark Charges</span> applied by Surge deal more damage (multiplicative with other modifiers) per equipped sword.<ul><li class=\"mod\"><span class=\"standout\">Shock Duration Per Sword</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Spark Charge Damage Per Sword</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Cryomantic Path","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Surge has a higher chance to freeze enemies and deals more cold damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Discharge","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">You cast <span class=\"standout\">Static</span> on arrival with Surge.<ul><li class=\"mod\"><span class=\"standout\">Static On Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Dynamics","usable":["Spellblade"],"points":"2","effect":"<span class=\"mod\">Surge has increased duration, causing you to move slower.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Effluence","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Improves Surge&#039;s base critical strike chance and you gain ward on crit with Surge.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Electropulse","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">You now cast <span class=\"standout\">Lightning Blasts</span> while travelling with Surge. This uses Lightning Blast&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blasts While Travelling</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Expanse","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Surge deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Flaming Surge","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Surge&#039;s base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage.   Shock chance from all sources is converted to ignite chance and effects related to shock now depend on ignite instead.  Swaps Surge&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Fire</span> tag.  Has no effect if you have the <span class=\"standout\">Glacial Assault</span> node.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Fulmination","usable":["Spellblade"],"points":"4","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Fire Aura</span> when you consume a stack of <span class=\"standout\">Dormant Energy</span>.<ul><li class=\"mod\"><span class=\"standout\">Fire Aura Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Glacial Assault","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Surge&#039;s base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also has a chance to freeze enemies.  Shock chance from all sources is converted to <span class=\"standout\">Frostbite</span> chance and effects related to shock now depend on Frostbite instead.  Swaps Surge&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">60</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Insulation","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Consuming stacks of <span class=\"standout\">Dormant Energy</span> grants you ward per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain Per Stack</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Jolt","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Surge shocks enemies and has an increased chance to stun.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Lightning Rush","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Surge deals more damage per 1% of movement speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Longstrider","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">You travel further with Surge.<ul><li class=\"mod\"><span class=\"standout\">Travel Distance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Pyroclasm","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Surge causes a <span class=\"standout\">Flame Reave</span> to continue past the arrival point, a melee attack dealing fire damage in a cone in front of you. This effect costs Flame Reave&#039;s mana cost as well.<ul><li class=\"mod\"><span class=\"standout\">Flame Reave On Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Ride the Lightning","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">Surge now moves you in a zig zag motion rather than a straight line and deals more spell lightning damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Zig Zag Motion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Spell Lightning Damage</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Shielding Advance","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">You are invulnerable while Surging.<ul><li class=\"mod\"><span class=\"standout\">Invulnerability While Surging</span> <span class=\"val\"></span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Shielding Efflux","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">You gain ward on hit with Surge.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">5 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Shocking Blows","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Surge deals additional melee lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Lightning Damage</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Stagnant","usable":["Spellblade"],"points":"3","effect":"<span class=\"mod\">Surge <span class=\"standout\">Immobilizes</span> enemies hit for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Immobilize Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Static Buildup","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">Gain <span class=\"standout\">Static Charges</span> when you use Surge.<ul><li class=\"mod\"><span class=\"standout\">Static Charges</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Storm Aegis","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">You gain ward if Surge hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">30 per point</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Storm Battery","usable":["Spellblade"],"points":"5","effect":"<span class=\"mod\">While Surge is on cooldown, using a melee attack and hitting at least one enemy grants you a stack of <span class=\"standout\">Dormant Energy</span> up to a maximum. Using Surge again consumes all stacks to deal more damage per stack (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Maximum Dormant Energy Stacks</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Stack</span> <span class=\"val\">+10%</span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Stormbringer","usable":["Spellblade"],"points":"1","effect":"<span class=\"mod\">You now cast <span class=\"standout\">Lightning Blast</span> on arrival with Surge. This uses Lightning Blast&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Lightning Blast On Arrival</span> <span class=\"val\"></span></li></ul>"},{"skill":"Surge","skill-group":"Spellblade","class":"Mage","mastery":"Spellblade","name":"Surge","usable":["Spellblade"],"points":"0","effect":"<span class=\"mod\">Quick fixed distance dash which hits all enemies in the path with a lightning melee attack.<ul></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ancestral Renewal","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you heal a target that is already at high health, you have a chance to summon a <span class=\"standout\">Healing Totem</span> at its location which heals nearby allies.<ul><li class=\"mod\"><span class=\"standout\">Chance To Summon Healing Totem On High Health Heal</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ardent Touch","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">When cast on a minion, Eterra&#039;s Blessing also grants increased movement, attack, and cast speed for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Increased Minion Movespeed</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Minion Attack Speed</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Minion Cast Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Binding Heal","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">When Eterra&#039;s Blessing is cast on one of your companions, you also heal yourself for a portion of its base heal amount.<ul><li class=\"mod\"><span class=\"standout\">Self Heal Amount</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Boon of the Shifter","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Eterra&#039;s Blessing heals for more if you have transformed recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Increased Healing If Recently Transformed</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Caustic Renewal","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">When Eterra&#039;s Blessing is cast on your <span class=\"standout\">Scorpion</span> companion, you are both granted a chance to poison enemies with attacks and spells for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Conservation","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Eterra&#039;s Blessing costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Efflorescence","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Eterra&#039;s Blessing heals half of its value immediately, and half of its value over 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Eterra's Blessing Heals Over Time</span> <span class=\"val\"></span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Embolden","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your next spell after casting Eterra&#039;s Blessing deals increased damage.<ul><li class=\"mod\"><span class=\"standout\">Increased Spell Damage On Next Cast</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Encourage","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">When Eterra&#039;s Blessing heals one of your companions it has a chance to refresh its activated ability cooldown, but Eterra&#039;s Blessing costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Chance To Refresh Companion Ability</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Eterra's Blessing","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">The nearest allied target is healed for 100 health. If the target is one of your minions then the healing is tripled and the minion is energised for 4 seconds, increasing its size by 20% and its damage by 100%.<ul></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Eterra's Furor","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you directly cast Eterra&#039;s Blessing on a companion it taunts nearby enemies for 4 seconds. However Eterra&#039;s Blessing now has a long cooldown.<ul><li class=\"mod\"><span class=\"standout\">Companion Taunts</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">12</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Improved Blessing","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Eterra&#039;s Blessing has increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Increased Healing</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lifestream","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">After casting Eterra&#039;s Blessing, your spells leech a portion of the damage they deal as health for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Spell Health Leech</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Natural Affinity","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When cast on a minion, Eterra&#039;s Blessing grants stun immunity for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Minion Stun Immunity</span> <span class=\"val\"></span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Overgrowth","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Eterra&#039;s Blessing has a chance to heal all allies nearby its target for 50 health.<ul><li class=\"mod\"><span class=\"standout\">Chance To Heal Allies Nearby Target</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Heal Amount</span> <span class=\"val\">50</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Purge","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Eterra&#039;s Blessing cleanses all ailments on its target.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Target Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rebuke","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Eterra&#039;s Blessing knocks back enemies a given distance from its target.<ul><li class=\"mod\"><span class=\"standout\">Knockback Distance (Meters)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Regrowth","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When <span class=\"standout\">Efflorescence's</span> heal over time expires, heal again for half of Eterra&#039;s Blessing&#039;s value.<ul><li class=\"mod\"><span class=\"standout\">Heal Again When Efflorescence Expires</span> <span class=\"val\"></span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rosebloom","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you directly cast Thorn Shield, you also cast Eterra&#039;s Blessing on the same target.  Consumes Eterra&#039;s Blessing&#039;s mana cost as rage.<ul><li class=\"mod\"><span class=\"standout\">Cast on Thorn Shield Use</span> <span class=\"val\"></span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Safeguard","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Eterra&#039;s Blessing grants elemental and poison resistance.<ul><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Savage Boon","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">When Eterra&#039;s Blessing is cast on your <span class=\"standout\">Wolf</span> or <span class=\"standout\">Bear</span> companions, you are both granted increased physical damage for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Physical Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Skyboon","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When Eterra&#039;s Blessing is cast on your Storm Crow companions, they are granted <span class=\"standout\">Haste</span> and Frenzy for 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Haste on Storm Crow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frenzy on Storm Crow</span> <span class=\"val\"></span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Soul Bond","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">When Eterra&#039;s Blessing is cast on your <span class=\"standout\">Spriggan</span> companion, you are both granted increased spell damage for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Spell Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Swift Recovery","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When Eterra&#039;s Blessing targets a downed companion, it heals them for a portion of their maximum downed duration.<ul><li class=\"mod\"><span class=\"standout\">Companion Down Duration Healed</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Symbiosis","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When Eterra&#039;s Blessing is cast on your <span class=\"standout\">Sabertooth</span> or <span class=\"standout\">Raptor</span> companions, you are both granted a chance to cause enemies to bleed with attacks and spells for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tranquil Spirit","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you are out of mana Eterra&#039;s Blessing is free, but Eterra&#039;s Blessing can no longer provide additional buffs.<ul><li class=\"mod\"><span class=\"standout\">Out-Of-Mana Cost</span> <span class=\"val\">0</span></li><li class=\"mod\"><span class=\"val negative\">Eterra's Blessing Cannot Provide Buffs</span></li></ul>"},{"skill":"Eterra's Blessing","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Triage","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Eterra&#039;s Blessing automatically targets the lowest health ally in range, but Eterra&#039;s Blessing costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Automatically Targets Lowest Health Ally</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ambush Predator","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Fury Leap hits deal more damage against enemies at full health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Enemies At Full Health</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Aspect of the Mantis","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Fury Leap&#039;s cooldown is reset when you kill an enemy with a short leap.  Fury Leap&#039;s cooldown can only be reset once every 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Reset Fury Leap Cooldown On Short Leap Kill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Battle Bloom","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you land you cleanse all ailments on you and your minions.<ul><li class=\"mod\"><span class=\"standout\">Ailments Cleansed on Landing</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Brutal Impact","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Fury Leap&#039;s critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Multiplier</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Crater","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Fury Leap&#039;s deals damage in a larger area and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Crushing Impact","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Fury Leap has an increased chance to stun enemies and stuns it inflicts last longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">30% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frenzied Onslaught","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you land, you and your minions gain <span class=\"standout\">Frenzy</span> for 3 seconds, which increases attack and cast speed. Frenzy cannot stack.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (Seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Fury Leap","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Leap to the target location, dealing damage to nearby enemies when you hit the ground.<ul></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Gravity","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Fury Leap pulls enemies when you land.<ul><li class=\"mod\"><span class=\"standout\">Pulls Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Heorot's Protection","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You are immune to damage while leaping.<ul><li class=\"mod\"><span class=\"standout\">Immune while Leaping</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lagon's Wrath","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Fury Leap creates <span class=\"standout\">Storm Bolts</span> while you are leaping.<ul><li class=\"mod\"><span class=\"standout\">Fury Leap Casts Storm Bolt</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Pack Leader","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolf, Sabertooth, and Raptor companions leap with you.<ul><li class=\"mod\"><span class=\"standout\">Companions Leap With You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Panther Strike","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Fury Leap deals more damage (multiplicative with other modifiers) and has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Poisonous Thicket","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Fury Leap has a chance to cast <span class=\"standout\">Summon Vines</span> where you land.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Summon Vines At Arrival</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Regain Stamina","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You have a chance to reset Fury Leap&#039;s cooldown whenever you kill an enemy with any other skill.  Fury Leap&#039;s cooldown can only be reset once every 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Chance To Reset Fury Leap Cooldown On Kill</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rejuvenating Storms","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You have additional spell damage per 2 Attunement while leaping, and kills with <span class=\"standout\">Storm Bolt</span> have a chance to reset Fury Leap&#039;s cooldown.  Fury Leap&#039;s cooldown can only be reset once every 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage Per 2 Attunement While Leaping</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Chance For Storm Bolt To Reset Fury Leap's Cooldown</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rise","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Fury Leap has a chance to cast <span class=\"standout\">Summon Vines</span> where you leap from.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Summon Vines At Departure</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Savage Impact","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Fury Leap deal more damage (multiplicative with other modifiers) and you leech a portion of the damage it deals as health.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm Bringer","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Storm Bolts</span> occur with increased frequency.<ul><li class=\"mod\"><span class=\"standout\">Storm Bolt Frequency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Unshackled","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While you are below half health, Fury Leap always critically strikes.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance Below Half Health</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Violent Upheaval","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you land with Fury Leap you cast Upheaval. This consumes Upheaval&#039;s mana cost and requires positive mana.<ul><li class=\"mod\"><span class=\"standout\">Casts Upheaval on Landing</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Consumes Upheaval's Mana Cost</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Warrior's Entrance","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">When you land, you and your minions gain additional melee damage and spell damage for 3 seconds. This buff can stack.<ul><li class=\"mod\"><span class=\"standout\">Global Melee Damage</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Global Spell Damage</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (Seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wind Hammer","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Fury Leap deals more damage based on how far you leap.<ul><li class=\"mod\"><span class=\"standout\">Damage per Meter Travelled</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Fury Leap","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wings of Endurance","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you land, you and your minions are healed.<ul><li class=\"mod\"><span class=\"standout\">Health Restored on Landing</span> <span class=\"val\">50 per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"A Storm Gathers","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Whenever you expend a <span class=\"standout\">Storm Stack</span> you have a chance to gain a stack instead of losing one.<ul><li class=\"mod\"><span class=\"standout\">Chance To Gain Stack</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Clouds on the Horizon","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Storm Bolts</span> target enemies from farther away.<ul><li class=\"mod\"><span class=\"standout\">Target Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Concentrated Storm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Gathering Storm deals more damage (multiplicative with other modifiers) and you expend <span class=\"standout\">Storm Stacks</span> more frequently, but <span class=\"standout\">Storm Bolts</span> target enemies within a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Storm Bolt Cast Frequency</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Target Area</span> <span class=\"val negative\">-8% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Earth Smasher","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Gathering Storm&#039;s and <span class=\"standout\">Storm Bolt's</span> base lightning damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to lightning damage.  Shock chance on hit from all sources is converted to armor shred chance for Gathering Storm.  Swaps Gathering Storm&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Physical Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Armor Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Energized by the Skies","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Gathering Storm&#039;s hits have a chance to consume mana to grant you additional <span class=\"standout\">Storm Stacks</span>.<ul><li class=\"mod\"><span class=\"standout\">Chance To Consume Mana</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val\">6 per point</span></li><li class=\"mod\"><span class=\"standout\">Additional Storm Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Excited Bolts","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Storm Bolts</span> now consume a portion of your current mana to deal more damage (multiplicative with other modifiers) per 10 current mana, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Current Mana Consumption</span> <span class=\"val\">1%</span></li><li class=\"mod\"><span class=\"standout\">Damage Per 10 Current Mana</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Max Damage Bonus</span> <span class=\"val\">300%</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Friends of the Tempest","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">If you have from 1 to 15 <span class=\"standout\">Storm Stacks</span>, your minions&#039; lightning skill hits have a chance to grant you a <span class=\"standout\">Storm Stack</span>.<ul><li class=\"mod\"><span class=\"standout\">Minion Storm Stack Chance</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frostbringer","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Gathering Storm&#039;s and <span class=\"standout\">Storm Bolt's</span> base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage.  Shock chance on hit from all sources is converted to frostbite chance for Gathering Storm.  Swaps Gathering Storm&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Gathering Storm","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Strike at your enemy with a mighty lightning powered storm. When you use Gathering Storm and hit at least one enemy, you gain a <span class=\"standout\">Storm Stack</span>. Every second you expend a Storm Stack to cause a <span class=\"standout\">Storm Bolt</span> to strike a nearby enemy. This interval is reduced by 2% for every stack you currently have.<ul></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"In the Eye of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Whenever you expend a <span class=\"standout\">Storm Stack</span> you have a chance to cast <span class=\"standout\">Maelstrom</span>.<ul><li class=\"mod\"><span class=\"standout\">Maelstrom Chance</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Island Cleaver","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Gathering Storm&#039;s melee attack deals damage in a larger area and you have a chance to gain an additional <span class=\"standout\">Storm Stack</span> if you hit at least 3 enemies with the same melee attack.<ul><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Additional Storm Stack Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Jolting Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Storm Bolts'</span> hits have chance to shock enemies.  Gathering Storm deals more melee damage (multiplicative with other modifiers) to shocked enemies.<ul><li class=\"mod\"><span class=\"standout\">Storm Bolts Shock Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage To Shocked</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lagonian Diplomacy","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While wielding a staff the melee attack of Gathering Storm is replaced by a direct ranged cast of <span class=\"standout\">Storm Bolt</span>, but Gathering Storm costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Ranged Storm Bolt With Staff</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lightning Gale","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you expend a <span class=\"standout\">Storm Stack</span> you have a chance to gain <span class=\"standout\">Haste</span>.<ul><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">15%</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lightning Strikes Twice","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you hit a boss or rare enemy with a <span class=\"standout\">Storm Bolt</span> you have a chance to cast it again at the same enemy after 0.25 seconds.<ul><li class=\"mod\"><span class=\"standout\">Storm Bolt Repeat Chance</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Looming Clouds","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Whenever you expend a <span class=\"standout\">Storm Stack</span> you have a chance to cast <span class=\"standout\">Storm Bolt</span> at an additional enemy.<ul><li class=\"mod\"><span class=\"standout\">Storm Bolt Chance</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Manafused Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you directly use Gathering Storm you gain mana per active <span class=\"standout\">Storm Stack</span> up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain Per Storm Stack On Use</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Maximum Storm Stacks</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Of Ice and Snow","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Gathering Storm&#039;s hits have a chance to chill enemies and a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rending Vortex","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Gathering Storm has improved base critical strike chance per stack of <span class=\"standout\">Maelstrom</span> on you from any source.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance Per Maelstrom</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Seismic Crash","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Gathering Storm deals additional melee damage per Strength while wielding a 2 handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Per Strength</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tempest Weapon","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Gathering Storm deals additional spell damage per 3 melee damage on your equipped axe or mace.  The added spell damage granted by this effect is significantly reduced when applied to a Storm Totem through its <span class=\"standout\">Unmatched Storms</span>.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage Per 3 Melee Damage</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Effect on Storm Totem</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"The Typhoon","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">You have increased global stun chance and additional freeze rate multiplier per active <span class=\"standout\">Storm Stack</span> up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance Per Storm Stack</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier Per Storm Stack</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Storm Stacks</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Thunderous Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Gathering Storm penetrates enemy lightning resistance.<ul><li class=\"mod\"><span class=\"standout\">Lightning Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Two Eyed Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you expend a <span class=\"standout\">Storm Stack</span> while dual wielding you now cast <span class=\"standout\">Storm Bolts</span> at two enemies instead of one.<ul><li class=\"mod\"><span class=\"standout\">Additional Storm Bolt While Dual Wielding</span> <span class=\"val\"></span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Whirlwind Tactics","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Whenever you use a companion ability you expend <span class=\"standout\">Storm Stacks</span> over the next 0.3 seconds.  Storm Bolts triggered this way deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Expends Storm Stacks On Companion Use</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Storm Bolt Damage</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Windfury Blows","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Gathering Storm has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wings of Lightning","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Whenever you use Gathering Storm&#039;s and hit at least one enemy you gain a stack of <span class=\"standout\">Wings of Lightning</span>.  Each time one of your <span class=\"standout\">Storm Crows</span> attack they consume a stack of Wings of Lightning causing their basic attack to chain 2 additional times.<ul><li class=\"mod\"><span class=\"standout\">Number Of Storm Crows</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Gathering Storm","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Winter Comes","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Gathering Storm has a higher chance to freeze enemies per 2 Attunement and it also has additional cold penetration for frostbite per 2 Attunement.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier Per 2 Attunement</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Cold Penetration Per 2 Attunement</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Arctic Blast","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Maelstrom has an increased chance to freeze enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Arctic Chill","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Maelstrom has a chance to chill enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance Per Second</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Beneath The Waves","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">If you go one second without directly casting Maelstrom you gain a stack of <span class=\"standout\">Lagon's Slumber</span>. When you next cast Maelstrom directly, all stacks of <span class=\"standout\">Lagon's Slumber</span> are consumed to cast Maelstrom an additional time per stack.<ul><li class=\"mod\"><span class=\"standout\">Max Stacks of Lagon's Slumber</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Extra Casts per Stack of Lagon's Slumber</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Lagon's Slumber Stacks Per Second</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Calm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Maelstrom costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Cyclone","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Maelstrom&#039;s base cold damage is converted to physical. Consequently this damage scales with increases to physical damage, but not increases to cold damage.  Chill chance from this tree is converted to slow chance.  Maelstrom can no longer freeze, but each stack of Maelstrom grants global more physical damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cold Damage -> Physical Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Chill Chance -> Slow Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Global More Physical Damage Per Maelstrom Stack</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"val negative\">Maelstrom Can No Longer Freeze</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Energized","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Storm Bolt</span> from the <span class=\"standout\">Power of the Storm</span> node is cast at additional targets.<ul><li class=\"mod\"><span class=\"standout\">Additional Targets</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Essence of Debris","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Each stack of Maelstrom grants you an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Stun Chance Per Stack</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Eye of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Maelstrom deals more damage (multiplicative with other modifiers), but in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frozen Abyss","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Maelstrom deals more damage to chilled or frozen enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage to Chilled</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage to Frozen</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Grip of Chaos","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you directly cast Maelstrom, you have a chance to also cast Tornado. This consumes a percentage of Tornado&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Chance for Tornado on Direct Cast</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Percent of Tornado Mana Cost Consumed</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Growing Storm","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">You have a chance on killing an enemy or hitting a boss or rare enemy to cast Maelstrom.   This effect has a 2 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Chance On Kill To Cast Maelstrom</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance On Hitting Boss Or Rare</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Healing Winds","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Maelstrom also heals allies in its area of effect each second.<ul><li class=\"mod\"><span class=\"standout\">Healing Per Second</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Maelstrom","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Surrounds you with a freezing Maelstrom that deals cold damage over time to nearby enemies.  Can be cast repeatedly to create multiple maelstroms at once. Each Maelstrom lasts 7 seconds.<ul></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Power of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While you have 6 or more stacks, you cast <span class=\"standout\">Storm Bolt</span> at a nearby enemy each second.<ul><li class=\"mod\"><span class=\"standout\">Storm Bolt Cast Each Second At 6 Or More Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sleet-Footed","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Each stack of Maelstrom grants you increased dodge chance.<ul><li class=\"mod\"><span class=\"standout\">Increased Dodge Rating Per Maelstrom Stack</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm's Aid","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You can choose to cast Maelstrom on your minions instead of yourself.<ul><li class=\"mod\"><span class=\"standout\">Can Target Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Strong Tides","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Power of The Storm's</span> stack requirement is reduced.<ul><li class=\"mod\"><span class=\"standout\">Stacks Required To Cast Lightning</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tsunami","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">After every fifth Maelstrom stack gained, you release a <span class=\"standout\">Tsunami</span>, a cold spell that deals damage in an area around you.<ul><li class=\"mod\"><span class=\"standout\">Tsunami Every Fifth Stack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Turbulence","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Maelstrom deals more damage (multiplicative with other modifiers). This bonus is doubled if you have at least 60 Attunement.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled with 60+ Attunement</span> <span class=\"val\"></span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Turmoil","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Maelstrom deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Typhoon","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Tsunami</span> deals more damage and has increased area for each stack of Maelstrom on you.<ul><li class=\"mod\"><span class=\"standout\">Tsunami Damage per Maelstrom Stack</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Tsunami Area per Maelstrom Stack</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Violent Squall","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Maelstrom deals significantly more damage (multiplicative with other modifiers), has significantly increased healing effectiveness and lasts significantly longer, but you can have only one maximum stack of Maelstrom.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Increased Healing</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val negative\">1</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Vortex","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Maelstrom deals more damage when cast on a totem (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage When Cast On Totem</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Whirlpool","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Maelstrom stacks have a longer duration.<ul><li class=\"mod\"><span class=\"standout\">Stack Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Windfury","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">If you have 6 stacks of Maelstrom or more, you gain <span class=\"standout\">Frenzy.</span><ul><li class=\"mod\"><span class=\"standout\">Frenzy At 6 Or More Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Maelstrom","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Windswept","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">If you have 6 stacks of Maelstrom or more, you gain <span class=\"standout\">Haste.</span><ul><li class=\"mod\"><span class=\"standout\">Haste At 6 Or More Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Biting Winds","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Frosbite inflicted by Serpent Strike lasts longer and has additional cold penetration<ul><li class=\"mod\"><span class=\"standout\">Cold Penetration with Frostbite</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Cobra Lunge","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you attempt to use Serpent Strike against a target that is slightly out of range you will lunge forwards before attacking.<ul><li class=\"mod\"><span class=\"standout\">Lunge if Slightly Out of Range</span> <span class=\"val\"></span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Coldfang","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Serpent Strike hits have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Constrictor","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">You gain a stack of <span class=\"standout\">Constrictor</span> every 0.5 seconds, up to a maximum of 4. When you use Serpent Strike all stacks are consumed causing the attack to deal more damage per stack (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage per Stack Consumed</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Stacks Gained per 0.5 Seconds</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Max Constrictor Stacks</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Corrosive Venom","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Serpent Strike hits have a chance to shred enemy armor and posion resistance.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Culling Point","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Serpent Strike hits have a chance to instantly kill enemies that are below a threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Devour Prey","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">You regain health when Serpent Strikes kills or critically strikes an enemy.<ul><li class=\"mod\"><span class=\"standout\">Health Gained On Kill</span> <span class=\"val\">6 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gained On Crit</span> <span class=\"val\">6 per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Dread Fang","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Ailments applied by Serpent Strike and <span class=\"standout\">Primal Serpents</span> have additional poison penetration.<ul><li class=\"mod\"><span class=\"standout\">Poison Penetration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Emerald Fangs","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Primal Serpents</span>&#039;s hits have an additional chance to poison enemies and inflict <span class=\"standout\">frailty</span>.<ul><li class=\"mod\"><span class=\"standout\">Primal Serpent Poison Chance</span> <span class=\"val\">+35% per point</span></li><li class=\"mod\"><span class=\"standout\">Primal Serpent Frailty Chance</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Eye of the Viper","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Serpent Strike&#039;s critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Fast Acting Toxins","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Serpent Venom deals more damage (multiplicative with other modifiers) based on your melee critical strike chance.  If your melee crit chance is above 50% then Serpent Venom deals its damage twice as quickly. This does not increase the total damage it deals over its full duration, but rather halves its duration and doubles its damage per second.<ul><li class=\"mod\"><span class=\"standout\">Serpent Venom Damage per Melee Crit Chance</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Serpent Venom Speed with >50% Melee Crit Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frostwyrm's Fury","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Serpent Strike now has a chance to freeze and its base physical damage is converted to cold damage. Consequently this damage scales with increases to cold damage, but not increases to physical damage.  Bleed chance from all sources is converted to Frostbite chance.<ul><li class=\"mod\"><span class=\"standout\">Base Damage -> Cold</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">40</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance -> Frostbite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Gouging Spear","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Serpent Strike hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Guardian Spear","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Instead of summoning a new serpent when the <span class=\"standout\">Primal Serpent</span> node&#039;s effect triggers, you heal your current serpent to full health and it deals more damage (multiplicative with other modifiers) for 10 seconds. This damage buff can stack.<ul><li class=\"mod\"><span class=\"standout\">Heal Serpent Instead of Resummoning</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Serpent Damage Buff on Heal</span> <span class=\"val\">65%</span></li><li class=\"mod\"><span class=\"standout\">Damage Buff Duration (Seconds)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Hydra Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Serpent Strike has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Iron Scales","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Primal Serpents</span> have more health (multiplicative with other modifiers) and additional armour<ul><li class=\"mod\"><span class=\"standout\">Primal Serpent Health</span> <span class=\"val\">+60% per point</span></li><li class=\"mod\"><span class=\"standout\">Primal Serpent Armour</span> <span class=\"val\">+160 per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Mussurana","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Constrictor</span> also grants Serpent Strike additional poison chance and increased poison duration when consumed<ul><li class=\"mod\"><span class=\"standout\">Poison Chance per Stack</span> <span class=\"val\">+16% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Duration per Stack</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Poison Tipped","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Serpent Strike hits have a higher chance to poison on hit and they deal more melee damage per stack of poison on the target, up to a limit.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage Per Poison</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Melee Damage Bonus</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Primal Serpent","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When Serpent Strike kills an enemy or hits a rare or boss enemy, you have a chance to summon a <span class=\"standout\">Primal Serpent</span>.<ul><li class=\"mod\"><span class=\"standout\">Maximum Primal Serpents</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Summon Chance on Kill</span> <span class=\"val\">12%</span></li><li class=\"mod\"><span class=\"standout\">Summon Chance on Rare or Boss Hit</span> <span class=\"val\">2%</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sapping Coils","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">You regain mana when you consume a stack of <span class=\"standout\">Constrictor</span>.<ul><li class=\"mod\"><span class=\"standout\">Mana per Stack Consumed</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Serpent Strike","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Requires a spear.  A melee attack with 140% poison chance.  Poisons inflicted by serpent strike last 40% longer.<ul></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Serpent Venom","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Serpent Strike hits have a chance to inflict <span class=\"standout\">Serpent Venom</span>, an ailment that deals poison damage over time and prevents enemies from landing critical strikes. It lasts 3 seconds and cannot stack.<ul><li class=\"mod\"><span class=\"standout\">Serpent Venom Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shattered Immunity","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Serpent Venom deals more damage (multiplicative with other modifiers) based on the number of poison and frostbite stacks on them, up to a maximum benefit from each ailment.<ul><li class=\"mod\"><span class=\"standout\">Serpent Venom Damage Per Poison</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Serpent Venom Damage Per Frostbite Stack</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Benefit per Ailment</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shroud of Winter","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You have additional dodge rating per cold resistance, for each stack of the <span class=\"standout\">Slither</span> buff.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating Per 1% Cold Resistance</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Slither","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You gain <span class=\"standout\">Slither</span> for 4 seconds when you use Serpent Strike and hit at least one enemy.  Each stack grants you more dodge rating (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Slither Max Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Slither Dodge Rating</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Spirit Viper","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Serpent Venom deals more damage (multiplicative with other modifiers) based on your Vitality, and if you have 50 Vitality you regain mana when you inflict an enemy with Serpent Venom or refresh its duration.<ul><li class=\"mod\"><span class=\"standout\">Serpent Venom Damage per Vitality</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain with at least 50 Vitality</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Steel Eater","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Armour Shred inflicted by Serpent Strike has an increased effect based on your Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Effect per Dexterity</span> <span class=\"val\">+4%</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Swirling Carnage","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Each active stack of <span class=\"standout\">Maelstrom</span> grants Serpent Strike additional chance to inflict bleed on hit and more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance per Maelstrom</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Damage over Time per Maelstrom</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Venomous Union","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you lunge forwards with Serpent Strike, if you have a <span class=\"standout\">Scorpion</span> it casts its companion ability, <span class=\"standout\">Venom Nova</span>, twice, once centred on itself, and once centred on you.  This effect has a 12 second cooldown, but ignores Venom Nova&#039;s regular cooldown and does not put it on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Venom Novas on Lunge (12 Second Cooldown)</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Serpent Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Vicious Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Primal Serpents</span> have increased melee attack speed and are granted health when they hit enemies with a melee attack.<ul><li class=\"mod\"><span class=\"standout\">Primal Serpent Attack Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Primal Serpent Health Granted On Melee Hit</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Arborist","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Wisdom of the Storm</span> no longer has a cooldown, but can now only target totems.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Wisdom of the Storm On Totems</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Arctic Breath","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+70% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Aspect of the Crow","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Storm Crow hits have a chance to grant you a stack of <span class=\"standout\">Aspect of the Crow</span> for 8 seconds, granting you additional melee and spell lightning damage per stack.<ul><li class=\"mod\"><span class=\"standout\">Aspect of the Crow Chance</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Lightning Damage Per Stack</span> <span class=\"val\">+3</span></li><li class=\"mod\"><span class=\"standout\">Spell Lightning Damage Per Stack</span> <span class=\"val\">+3</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Avis","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Storm Crows have increased cast speed, movement speed and more health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Charged Feathers","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows&#039; basic lightning spell deals more damage (multiplicative with other modifiers) for each second they spent moving since their previous attack, up to a maximum duration.<ul><li class=\"mod\"><span class=\"standout\">Basic Spell Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Duration (seconds)</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Expansive Pulse","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Crowstorm</span> deals damage in a larger area and has a chance to shock enemies it hits.<ul><li class=\"mod\"><span class=\"standout\">Crowstorm Area</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Crowstorm Shock Chance</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Feathered Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Storm Crows hits have a chance to shred enemy armor per point of strength, and armor shred they apply has increased effectiveness per point of strength.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance Per Strength</span> <span class=\"val\">+4%</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Effect Per Strength</span> <span class=\"val\">+4%</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Forager","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Storm Crows are able to use <span class=\"standout\">Goodberries</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">40% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frigid Wings","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Storm Crows&#039; base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also has a chance to freeze enemies.  Shock chance from all sources is converted to <span class=\"standout\">Frostbite</span> chance and effects related to shock now depend on Frostbite instead.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">60</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Fulminating Caw","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your increases to lightning damage also apply to your Storm Crows, but at reduced effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage Effectiveness</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Goodberries","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Storm Crows fly to your companions below half health to heal them. This effect has a 10 second cooldown.  The amount of healing is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Amount</span> <span class=\"val\">75 per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Huntsman","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your melee hits have a 20% chance to grant active Storm Crows more damage (multiplicative with other modifiers) for 10 seconds, stacking up to 3 times.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Murder of Crows","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows deal more damage per active crow (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Per Crow</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Navigator","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your non-crow companions gain <span class=\"standout\">Aspect of the Crow</span> when you do, but it has 50% reduced duration on them.<ul><li class=\"mod\"><span class=\"standout\">Aspect of the Crow On Other Companions</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Buff Duration</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Nimbleness","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows have additional dodge chance and increased dodge chance.<ul><li class=\"mod\"><span class=\"standout\">Added Dodge Rating</span> <span class=\"val\">+80 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Dodge Rating</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Observe and Learn","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your melee hits have a 20% chance to improve active Storm Crows&#039; base critical strike chance for 10 seconds, stacking up to 3 times.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ornithology","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">You are granted additional Intelligence per active Storm Crow.<ul><li class=\"mod\"><span class=\"standout\">Intelligence Per Crow</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Pincers","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows&#039; critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Power Claw","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Storm Crows&#039; basic lightning spell deals more damage (multiplicative with other modifiers), but now consumes your mana.<ul><li class=\"mod\"><span class=\"standout\">Basic Spell Damage</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">2 per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shatterbolt","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows deal more damage (multiplicative with other modifiers) and have increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shocking Display","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows have a chance to shock enemies and have additional lightning resistance.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Resistance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shredding Beaks","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows hits have a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Silverberries","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Goodberries</span> now also grants the companion ward.   The amount of ward gained is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Ward Gain</span> <span class=\"val\">75 per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sky Passage","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you directly cast <span class=\"standout\">Crowstorm</span> you and your crows are teleported to the target location if it is accessible.  Crowstorm now counts as a <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Teleport with Crowstorm</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm Breath","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Storm Crows deal more spell damage per stack of shock on the target (multiplicative with other modifiers), up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Shock Stack</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Summon Storm Crows","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Summons Storm Crows up to your companion limit. The Storm Crow casts spells from a distance. When its health drops to 0 it is downed, and you can stand near it to revive it.  The Storm Crow counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Thundering Strike","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Crowstorm</span> deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Crowstorm Damage</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Crowstorm Increased Stun Chance</span> <span class=\"val\">40% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Thunderous Blast","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Crowstorm</span> deals more damage per contributing Crow (multiplicative with other modifiers) and has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Crowstorm Damage Per Crow</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Crowstorm Cooldown Length</span> <span class=\"val\">-6% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Thunderstruck","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Storm Crows&#039; basic lightning spell has a chance to chain to up to 2 additional targets.<ul><li class=\"mod\"><span class=\"standout\">Chain Lightning Chance</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Winds of Restoration","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Storm Crows can now also fly to and heal you with <span class=\"standout\">Goodberries</span>.<ul><li class=\"mod\"><span class=\"standout\">Storm Crows Can Heal You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Winged Raptor","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You can now only have 1 Storm Crow, it deals more damage, has more health (both multiplicative with other modifiers) and is larger.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">Limited To 1 Crow</span></li></ul>"},{"skill":"Summon Storm Crows","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wisdom of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Every 10 seconds Storm Crows cast <span class=\"standout\">Wisdom of the Storm</span> on its nearest ally, granting it <span class=\"standout\">Aspect of the Crow</span>.   This effect has 50% reduced duration on minions.<ul><li class=\"mod\"><span class=\"standout\">Wisdom of the Storm On Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ancient Power","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Thorn Totem deals more damage, but has less cast speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Eternal Forest","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Thorn Totems last longer and have more health (multiplicative with other modifiers)<ul><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Forested Expanse","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You can have additional Thorn Totems active, but Summon Thorn Totem costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Maximum Thorn Totems</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+25% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frenetic Attunement","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You summon Thorn Totem faster and all Thorn Totems have increased cast speed.<ul><li class=\"mod\"><span class=\"standout\">Summoning Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Thorn Totem Cast Speed</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frost Attunement","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Totem has a higher chance to freeze enemies, and a greater chance to freeze enemies for each point of Attunement you have.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier Per Point Of Attunement</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Grove Mind","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You summon your maximum number of Thorn Totems at once in a ring around the target location, but your maximum number of Thorn Totems is reduced and Summon Thorn Totem costs additional mana per additional totem summoned.<ul><li class=\"mod\"><span class=\"standout\">Totems Summoned In Ring At Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Thorn Totems</span> <span class=\"val negative\">-1</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Additional Totem Summoned</span> <span class=\"val negative\">+15</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Guided Thorns","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Totem&#039;s thorns now seek nearby targets, but Thorn Totem has less cast speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Homing</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Impale","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Thorn Totem&#039;s thorns have a chance to deal double damage on hit.<ul><li class=\"mod\"><span class=\"standout\">Chance For Double Damage</span> <span class=\"val\">17% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lasting Affliction","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Poison and Frostbite inflicted by Thorn Totem last longer.<ul><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Duration</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lethal Thicket","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Thorn Totems have an increased critical strike chance and deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Memories of Eterra","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You regain mana when a Thorn Totem dies or is unsummoned.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Nightshade Briar","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Totem&#039;s thorn hits deal more damage per stack of poison on the target (multiplicative with other modifiers) up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage per Poison</span> <span class=\"val\">+4%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">80%</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Oaken Protection","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Thorn Totems have more health (multiplicative with other modifiers) and additional physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Maximum Health</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"On Astral Winds","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Thorn Totems deal more spell damage (multiplicative with other modifiers), but their projectiles travel more slowly.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Pillars of Heorot","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Totem&#039;s thorns gain a chance to freeze and 100% of their base physical damage is converted to cold damage. Consequently its damage now scales with your totems&#039; increases to cold damage instead of physical damage.  All poison chance is converted to frostbite chance for Thorn Totems.  Thorn Totems have additional cold resistance.<ul><li class=\"mod\"><span class=\"standout\">Base Physical Damage -> Cold Damage</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Poison -> Frostbite</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">30</span></li><li class=\"mod\"><span class=\"standout\">Cold Resistance</span> <span class=\"val\">+25%</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rotten Core","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When Thorn Totems die or are unsummoned they release a <span class=\"standout\">Poison Burst</span>, which deals a small amount of physical spell damage on hit and inflicts poison.  Thorn Totem gains a <span class=\"standout\">Poison</span> tag, but this does not affect the damage type of Thorn Totems&#039; other abilities.<ul><li class=\"mod\"><span class=\"standout\">Poison Burst On Totem Death</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shred Armor","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Thorn Totem hits have a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Spriggans' Wrath","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Thorn Totem&#039;s thorns can pierce enemies up to a maximum<ul><li class=\"mod\"><span class=\"standout\">Maximum Enemies Pierced</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Summon Thorn Totem","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Summons a totem that fires thorns at nearby enemies. You can have a maximum of two thorn totems by default.<ul></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Titan's Bane","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Totems fire only one thorn with each burst, but they have massively increased cast speed, are more accurate with their thorns, and their thorns&#039; hits deal more damage to rare enemies and bosses (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Increased Cast Speed</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Accuracy</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"standout\">Thorn Hit Damage vs Rares and Bosses</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"val negative\">Single Projectile</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Torrent of Thorns","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Thorn Totems have a chance to release twice as many thorns with each burst.<ul><li class=\"mod\"><span class=\"standout\">Double Projectiles Chance</span> <span class=\"val\">7% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Totemic Wisdom","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Summon Thorn Totem costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Venom Tipped Thorns","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Thorn Totem hits have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Winged Thorns","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Thorn Totem&#039;s thorns travel faster and farther.<ul><li class=\"mod\"><span class=\"standout\">Speed and Range</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Thorn Totem","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Winterwood","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Thorn Totem deals additional spell cold damage, including its own thorns.<ul><li class=\"mod\"><span class=\"standout\">Spell Cold Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Battlecry","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">The buffs granted by <span class=\"standout\">Howl</span> last longer and wolves have a chance to Howl when they hit a rare or boss enemy. This does not expend Howl&#039;s mana cost or put it on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Howl Buff Duration</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Howl On Boss Hit Chance</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Call of the Wind","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Wolves&#039; <span class=\"standout\">Howl</span> also grant <span class=\"standout\">Haste</span> for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Seconds of Haste on Howl</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Canine Agility","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Wolves have additional dodge chance, and have increased dodge rating for each point of strength you have.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+30 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Dodge Rating Per Strength</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Cloud Runners","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Wolves deal more lightning damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Crippling Wounds","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Bleed inflicted by Wolves lasts longer and wolves have a chance to slow on hit and when hit.<ul><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Retaliation Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Earthborn","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Wolves have additional armor, and their attacks leech a portion of the physical damage they deal as health.<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+100 per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Health Leech</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frozen Fangs","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolves gain the <span class=\"standout\">Ice Bite</span> ability, which deals higher damage in a larger area, with a 6 second cooldown. 20% of the remaining cooldown is recovered every time the Wolf hits with an ability other than Ice Bite, including their basic attack.  Ice Bite deals melee cold damage. Consequently this damage scales with your wolves&#039; increases to melee and cold damage, but not increases to their physical damage.<ul><li class=\"mod\"><span class=\"standout\">Ice Bite Cooldown</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered On Hit</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Howl of Might","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Wolves have more damage and dodge rating (multiplicative with other modifiers). This bonus is tripled for Wolves that have used <span class=\"standout\">Howl</span> recently.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Bonuses Tripled if Howled Recently</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Leap Attack","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolves gain a <span class=\"standout\">Leap Attack</span> to close the gap on distant enemies. Leap Attack has a 10 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Wolf Leap Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Legendary Bite","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolves&#039; melee hits deal more damage, have a greater chance to stun (both multiplicative with other modifiers) and it has improved base critical strike enemies, but has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Melee Stun Chance</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Melee Crit Chance</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-10%</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lone Wolf","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While you have the additional wolf from <span class=\"standout\">Permanent Bond</span> summoned, Summon Wolf is replaced with <span class=\"standout\">Howl</span>, but you cannot have more than one wolf summoned at a time.<ul><li class=\"mod\"><span class=\"standout\">Summon Wolf becomes Howl with only one active Wolf</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">You can only have one active Wolf</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lupine Endurance","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Wolves have more health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"On the Hunt","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Wolves have increased attack and move speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Patient Hunters","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Wolves deal more damage over time (multiplicative with other modifiers) and bleed they inflict has additional Physical Penetration.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Permanent Bond","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You have an additional wolf companion at all times. This wolf does not count towards your companion limit.<ul><li class=\"mod\"><span class=\"standout\">Additional Wolf Companion</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Relentless","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolves cannot be stunned.<ul><li class=\"mod\"><span class=\"standout\">Stun Immunity</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Safety In Numbers","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You can summon Wolves up to your maximum number of companions.<ul><li class=\"mod\"><span class=\"standout\">Wolves Up To Companion Limit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Savage Hunters","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Wolves deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Serrated Claws","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Wolves have a chance to cause enemies to bleed with their melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Melee Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shaman's Bond","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolves now deal increase damage and have increased health for each point of Attunement you have.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Point Of Attunement</span> <span class=\"val\">4%</span></li><li class=\"mod\"><span class=\"standout\">Health Per Point Of Attunement</span> <span class=\"val\">4%</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Snarl","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">When you kill an enemy one of your Wolves has a chance to <span class=\"standout\">Howl</span>. This does not expend Howl&#039;s mana cost or put it on cooldown.  Howl also grants more melee damage (multiplicative with other modifiers) and increased melee attack speed to all affected allies.<ul><li class=\"mod\"><span class=\"standout\">Howl On Your Kill Chance</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Howl Melee Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Howl Melee Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm Caller's Reprisal","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Wolves have a chance to retaliate with <span class=\"standout\">Storm Bolt</span> when hit, and deal more spell damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Storm Bolt Retaliation Chance</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Spell Damage</span> <span class=\"val\">+35%</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm Jaws","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Wolves&#039; melee attacks deal additional lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Lightning Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Stormborn","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Wolves have a chance to retaliate with <span class=\"standout\">Storm Bolt</span> when hit or when they hit an enemy.<ul><li class=\"mod\"><span class=\"standout\">Storm Bolt Retaliation Chance</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Storm Bolt On Hit</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Summon Wolf","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Summons a primal wolf that follows you into combat. When its health drops to 0 it is downed, and you can stand near it to revive it.  While you have your maximum number of wolves, the ability is replaced with <span class=\"standout\">Howl</span>.  The wolf counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tundra Stalkers","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Wolves deal additional cold damage with attacks, and have an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Victory Howl","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Wolves have a chance to <span class=\"standout\">Howl</span> on kill. This does not expend Howl&#039;s mana cost or put it on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Howl On Kill Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Winterborn","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Wolves have a chance to chill enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Wolf","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wolfen Recovery","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Wolves have additional base health regeneration and increased health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Health Regen</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Health Regen</span> <span class=\"val\">80% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Aspect of the Panther","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">When you attack with Swipe and hit at least one enemy you gain a stack of Aspect of the Panther. Each stack lasts 4 seconds and grants you more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Global Damage Per Stack</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Avatar of Stone","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you use Swipe and hit at least one enemy, all your totems gain +1 Melee Damage and +1 Spell Damage. This buff stacks and lasts until the totems expire.<ul><li class=\"mod\"><span class=\"standout\">Totem Melee Damage on Hit</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Totem Spell Damage on Hit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Blood Beast","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Swipe hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Claws of Stone","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You have a chance to summon a <span class=\"standout\">Claw Totem</span> when Swipe kills an enemy or hits a rare or boss enemy.<ul><li class=\"mod\"><span class=\"standout\">Chance To Summon Claw Totem On Kill</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to Summon Claw Totem On Rare or Boss hit</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Claws of the Bear","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Swipe deals significantly more damage (multiplicative with other modifiers) and slows enemies, but has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+85%</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Culling","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Swipe hits instantly kill enemies that are below a health threshold (a percentage of their maximum health).   If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">7% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Duality of Nature","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you attack with Swipe and hit at least one enemy you gain health if you are transformed, or mana if you are not transformed.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">7 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Feline Hunter","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While you have <span class=\"standout\">Aspect of the Panther</span> you have increased attack and cast speed. This does not scale with the number of stacks.<ul><li class=\"mod\"><span class=\"standout\">Global Attack Speed</span> <span class=\"val\">+12%</span></li><li class=\"mod\"><span class=\"standout\">Global Cast Speed</span> <span class=\"val\">+12%</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lagon's Fury","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">The cooldown for the effect of the <span class=\"standout\">Storm Claw</span> node is reset if you summon a Totem.<ul><li class=\"mod\"><span class=\"standout\">Storm Claw Cooldown Reset on Totem Summon</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lion's Strength","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Aspect of the Panther can have more stacks and each stack grants you additional melee damage.<ul><li class=\"mod\"><span class=\"standout\">Maximum Aspect of the Panther Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Global Melee Damage per Stack</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lupine Attunement","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you attack with Swipe and hit at least one enemy you call forth a <span class=\"standout\">Spirit Wolf</span> from each of your summoned wolves.<ul><li class=\"mod\"><span class=\"standout\">Summon Spirit Wolves On Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Primal Resonance","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">When you use Swipe and hit at least one enemy your nearest companion uses its companion ability and is restored to full health.<ul><li class=\"mod\"><span class=\"standout\">Nearest Companion Ability on Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Nearest Companion Health Restored on Hit</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rending","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Swipe has a chance to shred physical resistance on hit.<ul><li class=\"mod\"><span class=\"standout\">Physical Shred Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sabertooth's Endurance","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Aspect of the Panther</span> lasts longer and grants increased health regen.  Aspect of the Panther also applies to your <span class=\"standout\">Sabertooth</span> if you have one.<ul><li class=\"mod\"><span class=\"standout\">Aspect of the Panther Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Health Regen per Stack</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Aspect of the Panther affects Sabertooth</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm Claw","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Swipe deals more lightning damage (multiplicative with other modifiers).  Every 3 seconds, your next Swipe deals damage in a larger area and has its base damage converted to lightning. Consequently this damage scales with increases to lightning damage, but not with increases to physical damage.  Swipe gains a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Increased Area (Every 3 Seconds)</span> <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"standout\">Base Damage -> Lightning (Every 3 Seconds)</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Storm Scour","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Swipe has additional lightning penetration based on your Attunement<ul><li class=\"mod\"><span class=\"standout\">Lightning Penetration per Attunement</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Swipe","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">A melee attack that hits all enemies in an area in front of you. Unaffected by weapon range.<ul></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Trapper","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Swipe hits deal more damage against slowed enemies (multiplicative with other modifiers)<ul><li class=\"mod\"><span class=\"standout\">Hit Damage vs Slowed</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Twin Fangs","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">While you have <span class=\"standout\">Aspect of the Panther</span> you have additional critical strike multiplier per Stack. This bonus is doubled if you are dual wielding.<ul><li class=\"mod\"><span class=\"standout\">Global Critical Multiplier per Stack</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled while Dual Wielding</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Umjol's Guidance","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Swipe has a chance to shock on hit and a portion of Swipe&#039;s base damage is converted to Lightning. Consequently this damage scales with increases to lightning damage, but not with increases to physical damage.  If you have 5 points in this node, Swipe loses its <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Base Damage -> Lightning</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Way of the Hunt","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Swipe deals more damage (multiplicative with other modifiers) and leeches a portion of damage dealt as health.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wengarian Reach","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Swipe deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+18% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wild Calling","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you attack with Swipe and hit at least one enemy you have a chance to call forth a <span class=\"standout\">Spirit Wolf</span> from each of your summoned wolves.<ul><li class=\"mod\"><span class=\"standout\">Spirit Wolves On Hit Chance</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Swipe","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wrath of the Wild","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Swipe deals more Lightning Damage per stack of Shock on the target and more Cold Damage per stack of Chill on the target.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage per Shock</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Damage per Chill</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ancestral Swiftness","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tempest Strike has increased attack speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Attuned Slam","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tempest Strike deals more damage (multiplicative with other modifiers) per 1 mana cost, but it also costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Mana Cost</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Blizzard's Wrath","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You have a chance to also cast <span class=\"standout\">Frigid Tempest</span> when you attack with lightning or physical Tempest Strike.<ul><li class=\"mod\"><span class=\"standout\">Frigid Tempest Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Bulwark of Nature","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Whenever you cast a <span class=\"standout\">Tempest</span> you also regain a portion of your Endurance Threshold as health.<ul><li class=\"mod\"><span class=\"standout\">Endurance Threshold -> Health Regain</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Calm Seas","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tempest Strike can no longer cast <span class=\"standout\">Wind Tempest</span>, but it does not remove the physical strike from the combo.  Additioanlly, Tempest Strike has increased attack speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Removes Wind Tempest</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-4</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ceaseless Tyhoon","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you cast <span class=\"standout\">Wind Tempest</span> you have a chance to also cast <span class=\"standout\">Tornado</span>.  This consumes mana equal to a portion of Tornado&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Tornado Chance On Wind Tempest</span> <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"standout\">Tornado Mana Consumption</span> <span class=\"val negative\">110%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Cloudburst Conduit","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Whenever you cast <span class=\"standout\">Thunder Tempest</span> you also cast it around your nearest <span class=\"standout\">Storm Totem</span>.<ul><li class=\"mod\"><span class=\"standout\">Thunder Tempest Around Storm Totem</span> <span class=\"val\"></span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Coldest Night","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Frigid Tempest</span> chills on enemies it hits.  Additionally, Tempest Strike has a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Crashing Waves","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tempest Strike deals additional melee damage per 2 Attunement.  All the melee strikes have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Per 2 Attunement</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate With Melee Strikes</span> <span class=\"val\">+20</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Devastating Whirlwind","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Tornados</span> cast from <span class=\"standout\">Wind Tempest</span> deal more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Tornado Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Tornado Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Druid's Call","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">While transformed and you use any melee attack and hit at least one enemy you have a chance to cast each <span class=\"standout\">Tempest</span> of a matching damage type.  This consumes mana equal to a portion of Tempest Strike&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Tempest Chance While Transformed</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Tempest Strike Mana Consumption</span> <span class=\"val negative\">75%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Firm Grip","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Tempest Strike deals more melee damage (multiplicative with other modifiers) in a larger area.  These effects are doubled while wielding a 2 handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Fulminating Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Thunder Tempest</span> shocks enemies it hits.  Additionally, Tempest Strike deals more damage (multiplicative with other modifiers) to shocked enemies.<ul><li class=\"mod\"><span class=\"standout\">Shock Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage To Shocked</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Gladiator of Lagon","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">The melee hits grant you a stack of <span class=\"standout\">Gladiator of Lagon</span> for 8 seconds which grants you and your minions additional spell damage.  This effect can trigger a maximum of 3 times per second.<ul><li class=\"mod\"><span class=\"standout\">Shared Spell Damage Buff</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Gladiator of Lagon Duration (seconds)</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Grand Cyclone","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You have a chance to also cast <span class=\"standout\">Wind Tempest</span> when you attack with lightning or cold Tempest Strike.<ul><li class=\"mod\"><span class=\"standout\">Wind Tempest Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Grounded Refuge","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tempest Strike can no longer cast <span class=\"standout\">Thunder Tempest</span>, but it does not remove the lightning strike from the combo.  Additioanlly, Tempest Strike has increased attack speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Removes Thunder Tempest</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-4</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Heorot's Arsenal","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tempest Strike deals additional melee damage per equipped axe or mace and additional spell damage while wielding a 2 handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage With Axe Or Mace</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Damage With 2h Weapon</span> <span class=\"val\">+8 per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Lagonian Shamanism","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You now have a chance to gain a stack of <span class=\"standout\">Gladiator of Lagon</span> when you cast a <span class=\"standout\">Tempest</span>.<ul><li class=\"mod\"><span class=\"standout\">Gladiator of Lagon Chance</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Looming Gale","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You now create a <span class=\"standout\">Tempest Totem</span> that casts a <span class=\"standout\">Tempest</span> of the corresponding strike that created the totem. You are limited to 1 of each type of totem.<ul><li class=\"mod\"><span class=\"standout\">Removes Melee Attack</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Summons Tempest Totems</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Totem Per Type Limit</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Nature's Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">If Tempest Strike&#039;s melee attack does not hit an enemy you consume a stack of <span class=\"standout\">Gladiator of Lagon</span> to cast a <span class=\"standout\">Tempest</span> of the respective type.<ul><li class=\"mod\"><span class=\"standout\">Tempest on non-hits</span> <span class=\"val\"></span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Resurgence of the Land","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You recover mana if whenever you use Tempest Strike and it hits an enemy and it doesn&#039;t cast a <span class=\"standout\">Tempest</span>.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain On Hit With No Tempest</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rousing Symbols","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Your <span class=\"standout\">Tempest Totems</span> gain a random amount of more cast speed (multiplicative with other modifiers) when summoned.<ul><li class=\"mod\"><span class=\"standout\">Minimum Cast Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Cast Speed</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Scheme of the Architect","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Gladiator of Lagon</span> has double the effect on your totems and <span class=\"standout\">Storm Crows</span> if you have at least 50 Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Effect on Minions with 50 Intelligence</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sky Opener","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You now expend <span class=\"standout\">Storm Stacks</span> when you use Tempest Strike and hit at least one enemy with the melee attack.  <span class=\"standout\">Storm Bolts</span> cast this way deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Expend Storm Stack On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Storm Bolt Damage</span> <span class=\"val\">+60%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Soaring Blows","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tempest Strike penetrates enemy resistances per your uncapped resistances corresponding to a specific type.<ul><li class=\"mod\"><span class=\"standout\">Physical Pen Per 5% Uncapped Physical Res</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Cold Pen Per 5% Uncapped Cold Res</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Lighting Pen Per 5% Uncapped Lighting Res</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Stormriding Companions","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tempest Strike penetrates enemy physical resistance per active physical minion, penetrates cold resistance per cold minion and penetrates lightning resistance per lightning minion.<ul><li class=\"mod\"><span class=\"standout\">Physical Pen per Physical Minion</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Cold Pen per Cold Minion</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Lightning Pen per Lightning Minion</span> <span class=\"val\">+3%</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tempest Strike","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">A melee combo attack that cycles through a cold strike, a physical strike, and a lightning strike that trigger elemental <span class=\"standout\">Tempest</span> spells of the same damage type if the strikes hit at least one enemy.  Cold strike: Triggers a <span class=\"standout\">Frigid Tempest</span>, which is a cold projectile that pierces through enemies. Physical strike: Triggers a <span class=\"standout\">Wind Tempest</span>, which is a small twister that lasts a short duration dealing physical damage per over time. Lightning strike: Triggers a <span class=\"standout\">Thunder Tempest</span>, which is an expanding storm of lightning bolts.<ul></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tempestuous Legend","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Frigid Tempest</span> has a higher chance to freeze enemies. <span class=\"standout\">Thunder Tempest</span> has a chance to shock enemies. <span class=\"standout\">Wind Tempest</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Frigid Tempest Freeze Rate</span> <span class=\"val\">+20 per point</span></li><li class=\"mod\"><span class=\"standout\">Thunder Tempest Shock Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Wind Tempest Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Thunderous Storm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You have a chance to also cast <span class=\"standout\">Thunder Tempest</span> when you attack with cold or physical Tempest Strike.<ul><li class=\"mod\"><span class=\"standout\">Thunder Tempest Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Warm Shelter","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tempest Strike can no longer cast <span class=\"standout\">Frigid Tempest</span>, but it does not remove the cold strike from the combo.  Additioanlly, Tempest Strike has increased attack speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Removes Frigid Tempest</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-4</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wind Booster","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Whenever you cast <span class=\"standout\">Wind Tempest</span> you and your other allies it touches gain <span class=\"standout\">Haste</span> for a short duration.  Additionally, Tempest Strike deals more damage (multiplicative with other modifiers) while you have Haste.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage With Haste</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Windfury Force","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tempest Strike deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Tempest Strike","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Wrath of the Mountain","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While channeling <span class=\"standout\">Avalanche</span> you now also cast <span class=\"standout\">Frigid Tempest</span> every second.<ul><li class=\"mod\"><span class=\"standout\">Frigid Tempest Each Second During Avalanche</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Brutish Engagement","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Upheaval deals more melee damage to enemies (multiplicative with other modifiers) based on how close they are to you, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Damage To Closer Targets</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Cold Front","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Upheaval has additional freeze rate and has additional chance to inflict Frostbite on hit.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+20 per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Crust Rupture","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Upheaval critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Earthbreaker","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Upheaval deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies, but no longer scales with modifiers to attack speed.  These effects are doubled when Upheaval is directly used.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">40%</span></li><li class=\"mod\"><span class=\"standout\">Benefits Doubled with Direct Use</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Attack Speed Scaling</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Erupting Earth","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Upheaval now travels in 5 fault lines in a star around you.<ul><li class=\"mod\"><span class=\"standout\">5 Fault Lines Around You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Excavating Blow","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Upheaval now splits up into 3 fault lines in front of you, but Upheaval costs additional mana. Enemies can only be hit by 1 Fault Line at a time.  Upheaval Totems now have 50% less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">3 Fault Lines In Front</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+16</span></li><li class=\"mod\"><span class=\"standout\">Upheaval Totem Attack Speed</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frozen Collision","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Upheaval deals additional melee cold damage, and also deals more melee damage to frozen enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Cold Damage</span> <span class=\"val\">+8 per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage To Frozen</span> <span class=\"val\">+16% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Glacial Cascade","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Upheaval&#039;s base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage.  Upheaval has a chance to freeze enemies on hit.  Bleed chance from all sources is converted to <span class=\"standout\">Frostbite</span> chance and slow chance from all sources is converted to chill chance.<ul><li class=\"mod\"><span class=\"standout\">Base Damage -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val\">40</span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slow -> Chill Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Glacial Crash","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Upheaval penetrates enemy physical and cold resistance.  This effect is doubled while using a two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled With 2h Weapon</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Hindering Tremors","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Upheaval hits have a chance to apply <span class=\"standout\">Frailty</span> to enemies and it penetrates enemy physical resistance, but travels a shorter distance.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+35% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Inexhaustible","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Upheaval costs less mana and has a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Maiming Rubble","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Upheaval hits have a chance to cause enemies to bleed and have a chance to slow them.  This effect is doubled while using a two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled With 2h Weapon</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Mantle Strike","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Improves Upheaval&#039;s base critical strike chance and it cannot be dodged.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Master of the Totem","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Upheaval hits grant your totems increased armor and more damage (each stack multiplicative with each other and other modifiers) for 4 seconds. This effect can stack up to 4 times.<ul><li class=\"mod\"><span class=\"standout\">Totem Armor With Buff</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"standout\">Totem Damage With Buff</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Mountain Fortress","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You can now create an additional maximum Upheaval Totem and you have an additional charge.<ul><li class=\"mod\"><span class=\"standout\">Maximum Upheaval Totems</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Natural Weapons","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Upheaval has increased area while using a mace, additional bleed chance while using an axe and additional cold penetration while using a staff.<ul><li class=\"mod\"><span class=\"standout\">Area With Mace</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance With Axe</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Penetration With Staff</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Primal Bulwark","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you use Upheaval and hit at least one enemy you gain a stack of <span class=\"standout\">Earth Armor</span> for 6 seconds up to a maximum amount of stacks, granting you additional armor and endurance threshold per stack of Attunement.<ul><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Earth Armor On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Armour Per Attunement Per Stack</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Endurance Threshold Per Attunement Per Stack</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Quarry Maker","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Upheaval now creates additional fault lines and deals more damage (multiplicative with other modifiers), but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Fault Lines</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rejuvenating Splinters","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Upheaval and <span class=\"standout\">Shockwave</span> hits from the <span class=\"standout\">Sundering Strikes</span> node now <span class=\"standout\">Shatter</span> totems, releasing shards of rock and debris dealing spell physical damage and heals you per point of Attunement.<ul><li class=\"mod\"><span class=\"standout\">Totems Shatter On Upheaval Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Health Gain Per Attunement</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Rock Upsurge","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">When Upheaval hits your totems it has a chance to release a <span class=\"standout\">Shockwave</span> from the totem.<ul><li class=\"mod\"><span class=\"standout\">Shockwave Chance On Totem Hit</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Stonethorn Pillars","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Creating an Upheaval Totem consumes all active <span class=\"standout\">Thorn Totems</span> to grant it more damage per totem consumed (multiplicative with other modifiers). You can now create an additional maximum Upheaval totem and you have an additional charge.<ul><li class=\"mod\"><span class=\"standout\">Upheaval Totem Damage Per Totem Consumed</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Upheaval Totems</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Strengthened Roots","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Upheaval Totems last longer, and they deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sublimation","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You cast <span class=\"standout\">Shatter</span> on enemies you kill with Upheaval, a spell subskill dealing cold damage in an area.<ul><li class=\"mod\"><span class=\"standout\">Cast Shatter On Kill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Sundering Strike","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When Upheaval hits an enemy it has a chance to release a <span class=\"standout\">Shockwave</span>, a melee physical subskill. The Shockwave cannot hit enemies already hit by Upheaval and vice versa.<ul><li class=\"mod\"><span class=\"standout\">Shockwave Chance</span> <span class=\"val\">+16% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Terraforming Clash","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Upheaval travels further.<ul><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val\">+14% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Terrain Delving","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Upheaval deals damage in a wider area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Through Muck and Clay","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While you have <span class=\"standout\">Earth Armor</span>, if you fall below 6 stacks of <span class=\"standout\">Maelstrom</span> you consume all stacks of Earth Armor to cast Maelstrom once per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Consume Earth Armor Falling Below 6 Maelstroms</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maelstrom Stacks Per Stack Consumed</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Tremblor","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you directly use Upheaval and hit at least one enemy you gain a stack of <span class=\"standout\">Earth Shattering</span> up to a maximum, causing your next <span class=\"standout\">Fury Leap</span> or <span class=\"standout\">Earthquake</span> to consume all stacks to gain additional physical penetration and increased area per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Max Earth Shattering Stacks</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Buff To Next Fury Leap Or Earthquake</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration Per Stack Consumed</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Area Per Stack Consumed</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Unstoppable Strength","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Upheaval deals more damage (multiplicative with other modifiers) and has a higher chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Upheaval","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Sunders the ground in a line in front of you, dealing damage to enemies along the path.<ul></ul>"},{"skill":"Upheaval","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Upheaval Totems","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You now create an <span class=\"standout\">Upheaval Totem</span> that attacks with Upheaval from it rather than yourself. You are limited to 1 of these totems. Upheaval now has a cooldown and costs significantly more mana.  Upheaval Totems last 8 seconds.<ul><li class=\"mod\"><span class=\"standout\">Creates Upheaval Totem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Totem Limit</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+150%</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Apprehend","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now pulls enemies instead of knocking them back.<ul><li class=\"mod\"><span class=\"standout\">Pull Instead Of Knockback</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Battle Cry","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You and allies affected by Warcry gain increased crit chance for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Berserker","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You gain the <span class=\"standout\">Berserk</span> buff for 1.5 seconds when you use Warcry, granting you additional melee damage.  While you have Berserk, you gain additional stacks of Berserk on melee hit up to a maximum, and melee hits refresh all stacks.<ul><li class=\"mod\"><span class=\"standout\">Berserk On Use</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Melee Damage Per Stack</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Berserk Stacks On Hit While Berserk</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Bloodthirst","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Berserk</span> now also affects your Raptor and Bear.<ul><li class=\"mod\"><span class=\"standout\">Berserk Affects Raptor And Bear</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Breath of Eterra","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Warcry now also restores your health.   The amount of healing is increased by healing effectiveness and is doubled if used while on low health.<ul><li class=\"mod\"><span class=\"standout\">Healing</span> <span class=\"val\">100 per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Bringer of Winter","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You and your cold minions affected by Warcry gain increased crit chance and additional chill chance for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Brutality","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Berserk</span> has increased duration and additional maximum stacks.<ul><li class=\"mod\"><span class=\"standout\">Berserk Duration</span> <span class=\"val\">+14% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Challenging Might","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Warcry now also taunts affected enemies for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Taunt Duration (seconds)</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Debilitating Shout","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Warcry applies one stack of <span class=\"standout\">Frailty</span> to affected enemies for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Frailty On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Deep Roar","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Warcry affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Energized Charge","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Warcry costs less mana and <span class=\"standout\">Haste</span> gained from <span class=\"standout\">Hastily Advance</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Eviscerating Howl","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Warcry causes enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Ferocity","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">While Warcry is on cooldown, your critical strikes have a chance to use Warcry for you.   This effect can only happen once per direct Warcry use, and it will reset the cooldown.<ul><li class=\"mod\"><span class=\"standout\">Warcry Chance On Crit</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frightful Presence","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now fears enemies for 2 seconds instead of stunning them.<ul><li class=\"mod\"><span class=\"standout\">Fears</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frigid Breath","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Enemies frozen by Warcry take increased damage from hits.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Taken While Frozen</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Frost Claw","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">You and allies affected by Warcry deal increased cold damage for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Increased Cold Damage</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Fury Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Berserk</span> now also grants you increased attack speed per stack of Berserk up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed per Berserk Stack</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed Maximum</span> <span class=\"val\">16% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Hastily Advance","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">If Warcry hits at least one enemy, you gain <span class=\"standout\">Haste</span> for 1 second.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Heart of Rime","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Warcry inflicts stacks of <span class=\"standout\">Frostbite</span> to affected enemies.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Stacks</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Horrifying Cry","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Fear inflicted by Warcry lasts longer and each stack of the <span class=\"standout\">Berserk</span> buff from the Berserker node now also causes you to deal more damage to Feared enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Fear Duration</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage to Feared per Berserk Stack</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Invigorate","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now also restores ally health for the same amount as from <span class=\"standout\">Breath of Eterra</span>.   The amount of healing is increased by healing effectiveness and is doubled if used while on low health.<ul><li class=\"mod\"><span class=\"standout\">Heals Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Jormun's Wrath","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now freezes enemies instead of stunning them, but it no longer knocks enemies back.  Bleed chance from all sources is converted to <span class=\"standout\">Frostbite</span> chance and effects related to bleed now depend on Frostbite instead.<ul><li class=\"mod\"><span class=\"standout\">Stun -> Freeze</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Frostbite</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Knockback</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Juggernaut","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You are invulnerable for 1 second after using Warcry.<ul><li class=\"mod\"><span class=\"standout\">Invulnerable After Warcry</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Kinetic Scream","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now hits enemies and deals spell physical damage.<ul><li class=\"mod\"><span class=\"standout\">Spell Physical Damage</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Purging Shout","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now cleanses negative ailments on you.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Raging Frenzy","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You gain <span class=\"standout\">Frenzy</span> for the same duration as you have Haste from <span class=\"standout\">Hastily Advance</span>.<ul><li class=\"mod\"><span class=\"standout\">Frenzy On Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Shallow Breath","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Warcry now has a cooldown of 5 seconds which cannot be reduced by stunning or freezing enemies, but Warcry no longer has a guaranteed stun, freeze, or fear.<ul><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"val negative\">No Stun, Freeze, Fear</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Staggering Roar","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Warcry knocks enemies further back.<ul><li class=\"mod\"><span class=\"standout\">Knockback Distance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Totemic Heart","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You now place down a totem for 3 seconds that repeatedly uses Warcry instead of you, but Warcry costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Create Warcry Totem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Toxic Companions","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">For 4 seconds after using Warcry, your <span class=\"standout\">Wolves</span> have a chance to cause enemies to bleed and your <span class=\"standout\">Scorpion</span> has a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Wolves Bleed Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Scorpion Poison Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Warcry","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Unleash a mighty roar that knocks back nearby enemies and stuns them for 1.5 seconds. Rares and bosses are stunned for half as long.  20% of remaining cooldown recovered whenever you stun (or freeze if Warcry is converted to cold) an enemy, including with Warcry itself. This effect can occur a maximum of two times each second.<ul></ul>"},{"skill":"Warcry","skill-group":"Primalist","class":"Primalist","mastery":"Primalist","name":"Whirlpool","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You now cast <span class=\"standout\">Maelstrom</span> when you use Warcry.   Maelstrom cast this way costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Maelstrom Stacks On Use</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Maelstrom Mana Cost</span> <span class=\"val\">-50%</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Armored Bears","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your bear has additional armor based on your strength.<ul><li class=\"mod\"><span class=\"standout\">Armor per Strength</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Barbed Thorns","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Thorn Burst</span> deals more damage (multiplicative with other modifiers) and has a chance to inflict bleed on hit.<ul><li class=\"mod\"><span class=\"standout\">Thorn Burst Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Thorn Burst Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Bellowing Roar","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your bear&#039;s <span class=\"standout\">Roar</span> has increased area and healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Roar Area</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Healing Effectiveness</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Bestial Fury","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your bear has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Endless Rampage","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your bear has increased movement speed and cannot be stunned.<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Stun Immunity</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Forceful Swipes","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your bear can use <span class=\"standout\">Swipe</span> with a 2 second cooldown. Your Bear&#039;s Swipe scales with its own stats, but is affected by your Swipe Tree.  Your bear deals additional melee physical damage per 3 points of your Strength.<ul><li class=\"mod\"><span class=\"standout\">Bears use Swipe</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Swipe Cooldown for Bears (Seconds)</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Melee Physical Damage Per 3 Strength</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Frighten","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your bear&#039;s <span class=\"standout\">Roar</span> inflicts Frailty on enemies.<ul><li class=\"mod\"><span class=\"standout\">Roar Frailty Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Groundshaking Might","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your bear can use <span class=\"standout\">Earthquake</span>, with a 6 second cooldown. When cast this way, Earthquake uses your bear&#039;s stats but your Earthquake tree. Earthquakes cast by your bear deal less damage.<ul><li class=\"mod\"><span class=\"standout\">Bear Can Use Earthquake</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bear Earthquake Damage</span> <span class=\"val negative\">-60%</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Guardian","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Your bear&#039;s <span class=\"standout\">Roar</span> also grants you a percentage of damage taken redirected to your highest health minion for 6 seconds.<ul><li class=\"mod\"><span class=\"standout\">Roar Grants Damage Taken Redirected to Highest Health Minion</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Lacerating Claws","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your bear deals more damage (multiplicative with other modifiers) and has a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Mother Bear","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your bear&#039;s <span class=\"standout\">Roar</span> also grants itself and your minions less damage taken for 6 seconds.<ul><li class=\"mod\"><span class=\"standout\">Roar Grants Less Damage Taken</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Primal Precision","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your bear has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Rapid Swipes","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your bear&#039;s <span class=\"standout\">Swipe</span> has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Swipe Cooldown Recovery Speed</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Renewed Force","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your bear gains an additional charge for Earthquake. When you directly cast <span class=\"standout\">Warcry</span> or enter <span class=\"standout\">Werebear Form</span>, your bear restores a charge for Earthquake.<ul><li class=\"mod\"><span class=\"standout\">Bear Earthquake Charges</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Bear Earthquake Charge Restore on Warcry or Werebear</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Shredding Thorns","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Thorn Burst</span> has a chance to shred armor on hit.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Storm Beast","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">The base physical damage of your bear&#039;s melee attack is converted to lightning, and it has a <span class=\"standout\">Lightning</span> tag instead of <span class=\"standout\">Physical</span>.  Your bear shocks enemies on hit.  Your bear gains the ability to teleport towards enemies, on an 8 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Base Melee Damage -> Lightning</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Bear Can Use Teleport</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Summon Bear","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Summons a primal bear that follows you into combat. When its health drops to 0 it is downed, and you can stand near it to revive it.  The bear counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Thick Hide","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your bear has more health and takes less damage at low health (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken at Low Health</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Thorn Bear","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your bear&#039;s basic attack releases a <span class=\"standout\">Thorn Burst</span>, a spell that deals physical damage around the bear.<ul><li class=\"mod\"><span class=\"standout\">Bear Attacks Cause Thorn Burst</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Thorn Eruption","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your bear has a chance to cast a <span class=\"standout\">Thorn Burst</span> from each enemy hit by its <span class=\"standout\">Earthquake</span>. This chance is tripled against bosses and rare enemies.<ul><li class=\"mod\"><span class=\"standout\">Earthquake Thorn Burst Chance</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled Against Bosses And Rare Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Thorned Fur","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your bear also releases a <span class=\"standout\">Thorn Burst</span> when hit, up to a limited number of times per 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Thorn Burst Retaliation</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit per 4 Seconds</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Toxic Growths","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Thorn Burst</span> has a chance to poison enemies on hit. Additionally, your bear deals more poison damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Thorn Burst Poison Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Unflinching","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your bear has more health regeneration (multiplicative with other modifiers).  While you have an active bear companion, you have more health regeneration (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health Regen</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Regen for You with Active Bear</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Unstoppable Force","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your bear takes less damage from critical strikes and its own critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Bonus Damage Taken From Crits</span> <span class=\"val\">-25% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ursine Dominion","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your bear&#039;s abilities have increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Vicious Strikes","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your bear deals more damage with Swipe (multiplicative with other modifiers) and has increased area with Swipe.<ul><li class=\"mod\"><span class=\"standout\">Swipe Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Swipe Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Bear","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Wounded Prey","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your bear has increased movement speed and deals more melee damage (multiplicative with other modifiers) per stack of bleed on the target (up to 30).<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+6%</span></li><li class=\"mod\"><span class=\"standout\">Melee Damager per Bleed</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Bestial Frenzy","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">When you summon Frenzy Totem, your companions are granted additional melee physical damage for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Companion Melee Physical Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Dig Deep","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">You have additional critical strike multiplier while tethered.<ul><li class=\"mod\"><span class=\"standout\">Crit Multiplier while Tethered</span> <span class=\"val\">+18% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Dig In","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">You are tethered to the totem while you remain within 5 meters of it, and while tethered you deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Tethered To Frenzy Totem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage While Tethered</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Frenzy Totem","usable":["Beastmaster"],"points":"0","effect":"<span class=\"mod\">Summons a totem that grants Frenzy to all nearby allies. Frenzy increases attack and cast speed by 20%.<ul></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Furious Cry","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Summoning Frenzy Totem refreshes companion ability cooldowns.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Totem Refreshes Companion Abilities</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Grounded","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Frenzy Totem is no longer summoned at your cursor; instead it is always placed 1 meter in the direction you&#039;re facing.  Frenzy Totem costs less mana and grants additional melee damage.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Melee Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"val negative\">Frenzy Totem Summoned 1m In Front Of Player</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Healing Pulse","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">While in range of your Frenzy Totem, you have a chance to cast <span class=\"standout\">Eterra's Blessing</span> on a random ally each second.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Eterra's Blessing While In Range</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Improved Thorn Idol","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Frenzy Totem also stores a percentage of the damage taken by you.<ul><li class=\"mod\"><span class=\"standout\">Percent Of Player Damage Taken Stored By Totem</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Invigorated Renewal","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Whenever you revive a downed companion, Frenzy Totem casts <span class=\"standout\">Healing Nova.</span><ul><li class=\"mod\"><span class=\"standout\">Healing Nova Cast When Companion Is Revived</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Lash Out","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Frenzy Totem has a chance to cast <span class=\"standout\">Ice Thorns</span> when hit by enemies.<ul><li class=\"mod\"><span class=\"standout\">Ice Thorns Chance When Hit</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Lead The Pack","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">While Frenzy Totem is active, your Wolves&#039; howls also grant increased critical strike chance to you and your allies.<ul><li class=\"mod\"><span class=\"standout\">Increased Critical Strike Chance Granted By Wolf Howl</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Maim","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">While Frenzy Totem is active, your Sabertooth&#039;s <span class=\"standout\">Flurry Swipes</span> casts an additional time when used.<ul><li class=\"mod\"><span class=\"standout\">Sabertooth Ability Doublecast</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Mortuary Totem","usable":["Beastmaster"],"points":"2","effect":"<span class=\"mod\">While affected by Frenzy Totem, you revive downed companions faster.<ul><li class=\"mod\"><span class=\"standout\">Companion Revival Speed</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Rabidity","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Frenzy Totem&#039;s Frenzy buff is more effective.<ul><li class=\"mod\"><span class=\"standout\">Increased Frenzy Effect</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Reach","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Frenzy Totem affects allies or enemies in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Reckless Frenzy","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">When you summon Frenzy Totem you gain a temporary buff that grants you more damage (multiplicative with other modifiers) and increased melee attack speed, but also increases the damage you take.<ul><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12%</span></li><li class=\"mod\"><span class=\"standout\">Melee Attack Speed</span> <span class=\"val\">+8%</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken</span> <span class=\"val negative\">+8%</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Reinforced Totem","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Frenzy Totem has more health (multiplicative with other modifiers) and lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Revitalizing Totem","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Allies affected by Frenzy Totem are granted increased health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Health Regen Granted</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Sloth Totem","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Frenzy Totem is now <span class=\"standout\">Sloth Totem,</span> which will now slow and reduce the armor of enemies instead of granting Frenzy.  Increased effect of frenzy is converted to increased effect of armor shred.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Totem -> Sloth Totem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frenzy Allies -> Slow Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frenzy Allies -> Enemy Armor Shred</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Frenzy Effectiveness -> Armor Shred Effectiveness</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Symbol of Haste","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">When you summon Frenzy Totem, you and your companions are granted <span class=\"standout\">Haste</span> for a duration (doubled for companions).<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (Double For Companions)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Symbol of Selflessness","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Frenzy Totem&#039;s buffs are more effective, but Frenzy Totem now affects only companions.<ul><li class=\"mod\"><span class=\"standout\">Buff Effect</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">Frenzy Totem Affects Only Companions</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Thorn Idol","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Frenzy Totem stores a portion of the damage it receives, releasing it as damage dealt to enemies after taking a percent of its maximum health in damage.<ul><li class=\"mod\"><span class=\"standout\">Percent Of Damage Taken Stored</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Percentage Of Max Health Taken Before Releasing</span> <span class=\"val negative\">20% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Totemic Reach","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Frenzy Totem&#039;s tether has a higher range.<ul><li class=\"mod\"><span class=\"standout\">Tether Range</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Venom Spray","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">While Frenzy Totem is active, your Scorpion&#039;s <span class=\"standout\">Venom Nova</span> hits in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Scorpion Venom Nova Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Venomous Intent","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Allies affected by Frenzy Totem are granted a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Global Poison Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Frenzy Totem","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Warding Totem","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Companions affected by Frenzy Totem have higher physical and elemental resistance.<ul><li class=\"mod\"><span class=\"standout\">Companion Physical Resistance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Companion Elemental Resistance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Acidic Bile","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor&#039;s attacks have a chance to inflict blind, poison, and slow on hit.<ul><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Brilliant Display","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your raptor automatically reduces the cooldown of your other companions&#039; activatable abilities by 3 seconds. This effect has an 8 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Raptor Reduces Other Companion Cooldowns Every 8 Seconds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Broken Tooth","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your raptor has increased melee attack speed, but loses 5% of its current health with each attack while above 50% of maximum health.<ul><li class=\"mod\"><span class=\"standout\">Melee Attack Speed</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Percent Of Current Health Lost On Melee Attack Above 50%</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Brutal Shredding","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor has additional critical strike multiplier, and its attacks have a chance to shred armor on hit.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Challenger","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your raptor uses <span class=\"standout\">Rampage</span> if it encounters a boss or rare enemy, if it is able to. This sets Rampage to 50% of its normal cooldown.<ul><li class=\"mod\"><span class=\"standout\">Raptor Rampages Near Rares And Bosses</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Percent of Normal Cooldown</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Clever Girl","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor has increased cooldown recovery speed for its abilities.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Cornered","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your raptor deals more damage for each percent of its missing health (multiplicative with other modifiers), up to 50% missing health.<ul><li class=\"mod\"><span class=\"standout\">Damage per 1% Missing Health</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Benefit at 50% Missing Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Dripping Blood","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">When your raptor hits an enemy, bleeds on that enemy have a 25% chance to double in speed.<ul><li class=\"mod\"><span class=\"standout\">Chance On Hit To Double Bleed Speed</span> <span class=\"val\">25%</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Eager","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Rampage</span> costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Rampage Mana Efficiency</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Earsplitting Roar","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Screech</span>&#039;s cooldown is reduced, and it causes enemies it hits to <span class=\"standout\">Bleed</span>.<ul><li class=\"mod\"><span class=\"standout\">Bleed Stacks from Screech</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Screech Cooldown Reduction (seconds)</span> <span class=\"val\">-0.5 per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Hot Streak","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Rampage</span> also resets the cooldown of <span class=\"standout\">Fire Breath</span>.<ul><li class=\"mod\"><span class=\"standout\">Rampage Resets Fire Breath Cooldown</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"In for the Kill","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">When a bleeding enemy dies within 12 meters, your raptor has a chance per stack of bleed on that enemy to gain Haste for 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Chance per Bleed for Haste on Enemy Death</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Iridescent Plumage","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor has additional elemental resistance and have additional dodge chance.<ul><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+100 per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Menacing Aura","usable":["Beastmaster"],"points":"2","effect":"<span class=\"mod\">While your raptor is <span class=\"standout\">Rampaging</span>, its hits instantly kill enemies below a health threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold While Rampaging</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Molten Lungs","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Fire Breath</span>&#039;s cooldown is reduced, and it deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cooldown Reduction (seconds)</span> <span class=\"val\">-0.5 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Predator","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Primal Rage","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Rampage</span> also grants your raptor less damage taken for the duration.<ul><li class=\"mod\"><span class=\"standout\">Rampage Less Damage Taken</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ravage","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your raptor deals more melee damage per bleed on the enemy (multiplicative with other modifiers), up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Max More Melee Damage from Bleed</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage per Bleed</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Razor Wings","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor deals more damage (multiplicative with other modifiers) and has increased area of effect for its abilities.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Scent of Blood","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor deals more melee damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Screech","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your raptor gains the ability to <span class=\"standout\">Screech</span> at enemies, dealing damage and shredding their physical resistance. Screech has an 8 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Physical Resistance Shred Stacks</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Sharp Claws","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Your raptor deals more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Summon Raptor","usable":["Beastmaster"],"points":"0","effect":"<span class=\"mod\">Summons a primal raptor that ferociously attacks your enemies. When its health drops to 0 it is downed, and you can stand near it to revive it.  The raptor counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Taste for Flesh","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your raptor has increased attack and cast speed. This effect is doubled if it has killed an enemy in the past 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Attack And Cast Speed</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled If Killed Recently</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Tear Flesh","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Your raptor&#039;s melee attacks have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Melee Bleed Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Vexation","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Rampage</span>&#039;s duration is increased.<ul><li class=\"mod\"><span class=\"standout\">Rampage Duration</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Vicious Rampage","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your raptor gains increased effect from <span class=\"standout\">Rampage</span>.<ul><li class=\"mod\"><span class=\"standout\">Increased Rampage Effect</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Summon Raptor","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Volcanic Adaptation","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your raptor becomes a <span class=\"standout\">Dragon Raptor</span>. The base physical damage of your raptor&#039;s melee attacks are converted to fire. Consequently this damage scales with increases to fire damage, but not with increases to physical damage.  Your raptor gains the <span class=\"standout\">Fire Breath</span> ability, dealing spell fire damage over time with an 8 second cooldown.  Bleed chance from all sources is converted to ignite chance for your raptor, and all effects in the tree related to bleed now depend on ignite.<ul><li class=\"mod\"><span class=\"standout\">Base Melee Damage -> Fire</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Fire Beath Ability</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Agile and Deadly","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Melee Attack Speed</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ancestral Favor","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your ancestral sabertooths have increased duration per point of your attunement. Additionally, your sabertooth gains attunement scaling equivalent to its strength scaling.<ul><li class=\"mod\"><span class=\"standout\">Ancestral Sabertooth Duration per Attunement</span> <span class=\"val\">+4%</span></li><li class=\"mod\"><span class=\"standout\">Attunement Scaling Equivalent to Strength Scaling</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ancestral Hunter","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your sabertooth&#039;s hits now have a chance to summon an <span class=\"standout\">Ancestral Sabertooth</span> that attacks nearby enemies for a short duration. This effect can trigger a limited number of times per 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Ancestral Sabertooth Chance</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Ancestral Sabertooth Duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Limit per 5 Seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ancient Bond","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your sabertooth&#039;s hits have a higher chance to summon <span class=\"standout\">Ancestral Sabertooths</span> and they deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Ancestral Sabertooth Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Ancestral Sabertooth Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Camouflage","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth has more dodge rating (multiplicative with other modifiers), and it gains additional dodge rating for each point of Dexterity you have.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating Per Dexterity</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Cornered Beast","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your sabertooth&#039;s <span class=\"standout\">Flurry Swipes</span> inflict Bleed on hit and if you or your Sabertoth are below half health it always crits.<ul><li class=\"mod\"><span class=\"standout\">Flurry Swipes Bleed Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Flurry Swipes Crit Chance if You or Sabertooth are below 50% Health</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Destructive Power","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth&#039;s attacks which hit at least one enemy have a chance to trigger <span class=\"standout\">Upheaval</span>. Upheaval cast in this way uses your sabertooth&#039;s stats, but your Upheaval tree.  This chance is halved if Upheaval creates multiple fault lines.<ul><li class=\"mod\"><span class=\"standout\">Upheaval Chance on Attack</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Halved Chance with Multiple Fault Lines</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Earthshaking Entrance","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">When your sabertooth leaps, it uses <span class=\"standout\">Upheaval</span> when it lands<ul><li class=\"mod\"><span class=\"standout\">Upheaval on Landing</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ferocity","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Your sabertooth has increased attack speed. Additionally, it deals more damage (multiplicative with other modifiers) with <span class=\"standout\">Flurry Swipes</span>.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Flurry Swipes Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Frenzy","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your sabertooth gains Frenzy for 2 seconds after using <span class=\"standout\">Flurry Swipes</span>.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration After Flurry Swipes (seconds)</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"From the Brink","usable":["Beastmaster"],"points":"2","effect":"<span class=\"mod\">While your sabertooth is on low health it deals more damage (multiplicative with other modifiers) and leeches a portion of the melee damage it deals as health.<ul><li class=\"mod\"><span class=\"standout\">Damage on Low Health</span> <span class=\"val\">+65% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Leech on Low Health</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Frost Fang","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth deals additional cold damage with spells and melee attacks.<ul><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Frozen Fur","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your sabertooth has additional cold resistance and it has a chance to chill attackers that hit it. It also has more health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cold Resistance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Retaliation Chance</span> <span class=\"val\">12% per point</span></li><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Gouging Claws","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your sabertooth&#039;s hits have a chance to cause enemies to bleed and a chance to shred armor.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+34# per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Heavy Paws","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your sabertooth deals more melee damage (multiplicative with other modifiers) and has an increased chance to stun enemies, but your Sabertooth can no longer leap.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+8%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">40%</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Leap</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Hunter's Trail","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">When your sabertooth leaps you gain <span class=\"standout\">Haste</span> for a duration.<ul><li class=\"mod\"><span class=\"standout\">You gain Haste when your Sabertooth Leaps</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (Seconds)</span> <span class=\"val\">1.5 per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ice Bringer","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your sabertooth has a a chance to inflict frostbite and chill on hit.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+34# per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ice Tiger","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your sabertooth becomes an <span class=\"standout\">Ice Tiger</span>, converting 100% of its base melee physical damage to cold. Consequently this damage scales with increases to cold damage, but not with increases to physical damage. The ice tiger&#039;s melee attacks have a freeze rate equal to twice their base damage.  All bleed chance is converted to frostbite chance for your ice tiger.  The ice tiger&#039;s melee attacks&#039; <span class=\"standout\">Physical</span> tags are swapped for <span class=\"standout\">Cold</span> tags.<ul><li class=\"mod\"><span class=\"standout\">Base Melee Damage -> Cold</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Melee Attacks can Freeze</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance -> Frostbite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Keen Senses","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Your sabertooth has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"King of the Tundra","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your sabertooth has additional Freeze Rate Multiplier and it has more Freeze Rate per stack of Chill on the target (multiplicative with other modifiers)<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+60% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate per Chill</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Northwind","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">Your sabertooth deals additional cold melee damage based on your dexterity.<ul><li class=\"mod\"><span class=\"standout\">Cold Melee Damage per 2 Dexterity</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Opportunistic Hunter","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth has additional critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Patient Predator","usable":["Beastmaster"],"points":"5","effect":"<span class=\"mod\">Your sabertooth deals more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Prowling Juggernaut","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth has more health (multiplicative with other modifiers) and recovers a percentage of its maximum health when it leaps.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Recovered on Leap</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Rhyme Heart","usable":["Beastmaster"],"points":"3","effect":"<span class=\"mod\">Your sabertooth deals more melee damage (multiplicative with other modifiers) per stack of chill on the target.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage per Chill</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Sabermaw","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">Your sabertooth deals more melee damage (multiplicative with other modifiers) and its melee attacks have increased area.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Savage Catalyst","usable":["Beastmaster"],"points":"4","effect":"<span class=\"mod\">When your sabertooth directly uses a melee attack and hits at least one target it has a chance to use <span class=\"standout\">Flurry Swipes</span>.<ul><li class=\"mod\"><span class=\"standout\">Flurry Swipes Chance on Attack</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Shatterhide","usable":["Beastmaster"],"points":"1","effect":"<span class=\"mod\">All physical damage dealt to your sabertooth is converted to cold damage. Consequently it is reduced by cold resistance, but not by physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Damage Taken</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Summon Sabertooth","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Summon Sabertooth","usable":["Beastmaster"],"points":"0","effect":"<span class=\"mod\">Summons a primal sabertooth cat that leaps into combat. When its health drops to 0 it is downed, and you can stand near it to revive it.  The sabertooth cat counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Blood Poisoning","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Scorpion has a chance to cause enemies to bleed, and it deals more damage over time (multiplicative with other modifiers)<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Brood Invigoration","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Poison Pools</span> grant you and your minions increased attack speed and cast speed and a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed In Poison Pool</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed In Poison Pool</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance In Poison Pool</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Chromatic Carapace","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Scorpion has additional elemental resistance, and its abilities have increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Cold-Blooded","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your scorpion takes less cold damage (multiplicative with other modifiers).  The base physical damage of your scorpion&#039;s melee attacks is converted to cold. Consequently this damage scales with increases to minion cold damage, but not with increases to minion physical damage. These melee attacks now have a <span class=\"standout\">Cold</span> tag instead of a <span class=\"standout\">Physical</span> tag.  Your scorpion&#039;s melee attacks also gain a chance to freeze, with a freeze rate equal to twice their base damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Base Damage -> Cold</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Cold Damage Taken</span> <span class=\"val\">-35%</span></li><li class=\"mod\"><span class=\"standout\">Melee Attacks can Freeze</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Deeper Puddle","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Venom Nova</span> leaves behind a <span class=\"standout\">Poison Pool</span> for 4 seconds, which applies a stack of poison each second to enemies standing in the pool.<ul><li class=\"mod\"><span class=\"standout\">Venom Nova Creates Poison Pool</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Envenomed Prey","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Scorpion deals more hit damage (multiplicative with other modifiers) per stack of Poison on the target (up to 30).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage per Poison</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Frozen Winds","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your scorpion has a chance to cast <span class=\"standout\">Maelstrom</span> whenever you do. Maelstroms cast by your scorpion in this way use your Scorpion&#039;s stats, but your Maelstrom tree.<ul><li class=\"mod\"><span class=\"standout\">Chance to Gain Maelstrom When You Do</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ice Sting","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Scorpion deals more cold damage (multiplicative with other modifiers) and has a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+75% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Ironclad","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Scorpion deals additional melee damage, and its Poison Chance from all sources is converted to Armour Shred Chance.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+12</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance -> Armour Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Maternal Instinct","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Scorpion spawns a number of <span class=\"standout\">Baby Scorpions</span> every 5 seconds. Baby Scorpions have an unlimited duration but can be killed.<ul><li class=\"mod\"><span class=\"standout\">Maximum Baby Scorpions</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Miasma","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your scorpion&#039;s <span class=\"standout\">Venom Nova</span> deals damage in a larger area, and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Venom Nova Area</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Venom Nova Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Noxious Carapace","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Scorpion deals more poison damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Poison Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Pinches and Pokes","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Scorpion&#039;s melee attacks have increased area of effect, and your Scorpion has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Pus Sacks","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Scorpion has a chance when it is hit to create a <span class=\"standout\">Poison Pool</span>. This effect has a 10 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Chance To Create Poison Pool When Hit</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Rest for the WIcked","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your scorpion has additional critical strike chance, and whenever it kills an enemy it restores a percentage of its maximum health.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Percent Health Restored on Kill</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Reverberating Strike","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your scorpion has a chance on melee hit to cause a large <span class=\"standout\">Avalanche</span> boulder to land on the target. The Avalanche boulder uses your scorpion&#039;s stats, but your Avalanche tree.  This effect can occur a limited number of times per 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Large Avalanche Boulder on Melee Hit Chance</span> <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"standout\">Limit Per 2 Seconds</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Scurry","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Baby Scorpions</span> have increased attack and movement speed.<ul><li class=\"mod\"><span class=\"standout\">Baby Scorpion Attack Speed</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Baby Scorpion Movespeed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Shock and Claw","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Scorpion has a chance to <span class=\"standout\">Shock</span> on hit and deals more lightning damage (multiplicative with other modifiers) per stack of shock on the target.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Damage per Shock</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Small Target","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Baby Scorpions</span> have more dodge rating (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Baby Scorpion Dodge Rating</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Steel Carapace","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your scorpion has more health (multiplicative with other modifiers), additional physical and poison resistance, and increased size.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Storm Conduit","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Storm Bolts</span> will strike your scorpion to grant it a stack of <span class=\"standout\">Charged</span>, up to 20.  Your scorpion&#039;s <span class=\"standout\">Shock Nova</span> consumes all stacks of Charged to deal more damage per stack.<ul><li class=\"mod\"><span class=\"standout\">Max Charged Stacks</span> <span class=\"val\">20</span></li><li class=\"mod\"><span class=\"standout\">Shock Nova Damage per Stack</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Summon Scorpion","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Summons a scorpion that follows you into combat. Its attacks with its tails inflict a long lasting poison. When its health drops to 0 it is downed, and you can stand near it to revive it.  The scorpion counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Sweet Release","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Activating your Scorpion&#039;s ability summons additional <span class=\"standout\">Baby Scorpions.</span><ul><li class=\"mod\"><span class=\"standout\">Baby Scorpions Summoned</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Temper Tantrum","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Baby Scorpions</span> deal more damage (damage is multiplicative with other modifiers) and their attacks have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Baby Scorpion More Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Baby Scorpion Poison Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Thunder Stinger","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Scorpion&#039;s activated ability is now <span class=\"standout\">Shock Nova</span>, a spell that deals lightning damage and applies 3 stacks of <span class=\"standout\">Shock</span> on hit.  The base physical damage of your scorpion&#039;s melee attacks is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage. These melee attacks now have a <span class=\"standout\">Lightning</span> tag instead of a <span class=\"standout\">Physical</span> tag.  All sources of poison chance are converted to shock chance for your scorpion, and effects related to poison in this tree instead depend on shock.<ul><li class=\"mod\"><span class=\"standout\">Scorpion Casts Shock Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Melee Base Damage -> Lightning</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Poison -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Venomous Maw","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your scorpion&#039;s attacks grant health on hit, and have a higher chance to poison on hit.<ul><li class=\"mod\"><span class=\"standout\">Health Gain On Hit</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Scorpion","skill-group":"Beastmaster","class":"Primalist","mastery":"Beastmaster","name":"Winternid Jaws","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your scorpion has a chance to inflict <span class=\"standout\">Frostbite</span> on hit and its Bleed Chance from all sources is converted to Frostbite Chance.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance -> Frostbite Chance</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Blooming Magic","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Root Wave causes your minions and other allies it hits to deal additional damage with spells for 8 seconds. This effect does not stack.<ul><li class=\"mod\"><span class=\"standout\">Ally Spell Damage</span> <span class=\"val\">+8 per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bramblewood Wardens","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Entangling Roots now also wraps around your Spriggans for twice the duration as enemies, granting them all buffs from <span class=\"standout\">Frenzying Thorns</span> as well as additional projectiles with their <span class=\"standout\">Thorn Volley</span>.<ul><li class=\"mod\"><span class=\"standout\">Wraps Around And Buffs Spriggans</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Thorn Volley Projectiles</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Briarthorn's Wrath","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">When you are stunned, you now cast Entangling Roots.   This effect has a 20 seconds cooldown, which doesn&#039;t affect Entangling Root&#039;s cooldown.<ul><li class=\"mod\"><span class=\"standout\">Entangling Roots Cast When Stunned</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Trigger Cooldown (seconds)</span> <span class=\"val negative\">20</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bush Stalkers","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Root Wave causes your Wolves and Bear it hits to have improved base critical strile chance and deal more damage with critical strikes for 8 seconds. This effect does not stack.<ul><li class=\"mod\"><span class=\"standout\">Wolves And Bear Base Crit Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Wolves And Bear Critical Multiplier</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Earthy Puffball","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Seeds now burst when you hit them with <span class=\"standout\">Upheaval</span> and deal damage in a larger area when detonated this way.<ul><li class=\"mod\"><span class=\"standout\">Seed Burst Area</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Seeds Bursts From Upheaval</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Entangling Roots","usable":["Druid"],"points":"0","effect":"<span class=\"mod\">Call forth a wave of roots that grows outwards in a wide cone in front of you. The wave deals physical damage and roots enemies it hits for 1.5 seconds. Rooted enemies take physical damage over time until they are freed.  Added spell damage applies at 100% to the initial hit and 200% per second to the damage over time.<ul></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Entrapped","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">Root Wave immobilizes enemies for a longer duration.<ul><li class=\"mod\"><span class=\"standout\">Immobilize Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Frenzying Thorns","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Entanging Roots now wraps around your totems and vines for twice the duration as enemies, granting them additional armor and increased attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Armor To Totems And Vines</span> <span class=\"val\">+100 per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed To Totems And Vines</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed To Totems And Vines</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Wraps Around Totems And Vines</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Iceshard Roots","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Root Wave has a chance to inflict <span class=\"standout\">Frostbite</span>.   Poison chance from all sources is converted to Frostbite for Root Wave and effects related to poison now depend on Frostbite instead.<ul><li class=\"mod\"><span class=\"standout\">Root Wave Frostbite Chance</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Poison -> Frostbite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Inescapable Thicket","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Root Wave cannot be dodged.<ul><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Kobra Vines","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Rooted enemies are also blinded.<ul><li class=\"mod\"><span class=\"standout\">Roots Blind</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Lethal Spines","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Entangling Roots damage accelerates over time, dealing more damage each second (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Roots Damage Every 0.25 Seconds</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Nectar of Rejuvenation","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Seeds now burst when an ally draws close to them which grants you and your allies the <span class=\"standout\">Haste</span> buff, granting you 30% increased movement speed.<ul><li class=\"mod\"><span class=\"standout\">Seeds Burst From Allies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Haste To You And Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Nourishment Surge","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Root Wave now heals other allies it hits. The amount of health gained is increased by healing effectiveness.  This effect is tripled for minions.<ul><li class=\"mod\"><span class=\"standout\">Healing To Allies</span> <span class=\"val\">30 per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled For Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Noxious Grasp","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Entangling Roots deal more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Roots Damage Over Time</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Overgrown Garden","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">You now cause Entangling Roots to expand in a circle around you rather than a cone in front, but it now has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Circle Mode</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Poisonous Seeds","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Entangling Roots now creates seeds in the area. When an enemy draws too close to a seed it bursts, releasing a burst of spores that slow and poison enemies.  If you have taken the <span class=\"standout\">Winternid Thorns</span> node, the seed bursts inflict <span class=\"standout\">Frostbite</span> and <span class=\"standout\">Chill</span> instead of slow and poison.<ul><li class=\"mod\"><span class=\"standout\">Seeds Created</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Seeds Slow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Seeds Poison</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Rampant Growth","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Seeds will now grow <span class=\"standout\">Vines</span> when they burst.<ul><li class=\"mod\"><span class=\"standout\">Vines Grow After Burst</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Reclamation","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Entangling Roots leeches a portion of the damage it deals as health to you.<ul><li class=\"mod\"><span class=\"standout\">Roots Health Leech</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Renewing Pollen","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">The spores from <span class=\"standout\">Seeds</span> now heal you and your allies.   This effect is tripled for minions.<ul><li class=\"mod\"><span class=\"standout\">Healing From Seeds</span> <span class=\"val\">+50 per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled For Minions</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Rooted System","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Entangling Roots is now cast from the nearest totem to your cursor.<ul><li class=\"mod\"><span class=\"standout\">Cast From Totems</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Shredding Vines","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Root Wave hits shred enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Res Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Thick Growth","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">Root Wave&#039;s hits deal more damage (multiplicative with other modifiers) and have a higher chance to stun enemiess.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">75% per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Thicket of Frost","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Root Wave gains additional freeze rate per character level.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Per Level</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Toxic Envelopment","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Root Wave hits have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Root Wave Poison Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Venomous Briar","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Entangling Roots&#039; base physical damage over time is converted to poison and it now has the poison tag. Consequently this damage scales with increases to poison damage, but not increases to physical damage.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Poison Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Venomsting","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Root Wave causes your minions and other allies it hits to have additional chance to poison on hit. This buff lasts 8 seconds and does not stack.  The effect is tripled for Scorpions and Serpents.<ul><li class=\"mod\"><span class=\"standout\">Ally Poison Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">8</span></li><li class=\"mod\"><span class=\"standout\">Tripled For Scorpions And Serpents</span> <span class=\"val\"></span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Wild Weapons","usable":["Druid"],"points":"2","effect":"<span class=\"mod\">Root Wave causes your minions and other allies it hits to deal additional physical damage with spells and attacks for 8 seconds. This effect does not stack.<ul><li class=\"mod\"><span class=\"standout\">Ally Physical Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Entangling Roots","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Winternid Thorns","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Entangling Roots&#039; base damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. It also has a chance to freeze enemies.  Physical Resistance Shred from all sources is converted to Cold Resistance Shred chance and effects related to Physical Resistance Shred now depend on Cold Resistance Shred instead.<ul><li class=\"mod\"><span class=\"standout\">Base Physical Damage -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val\">40</span></li><li class=\"mod\"><span class=\"standout\">Physical -> Cold Res Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ancestral Call","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You gain <span class=\"standout\">Rage</span> and ward when you directly cast Spirit Thorns and hit at least 1 enemy.<ul><li class=\"mod\"><span class=\"standout\">Rage On Spirit Thorns Cast</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Ward On Spirit Thorns Cast</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Barbed Thicket","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">You now have a chance to also cast Thorn Shield on the nearest <span class=\"standout\">Vine</span> when you cast Thorn Shield. Other allies with Thorn Shield deal global increased physical damage and have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Thorn Shield On Nearest Vine</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Physical Damage With Shield</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance With Shield</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Blades of the Forest","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">After using Summon Vine, Human Form is now replaced with <span class=\"standout\">Infestation</span>, which converts your 2 nearest <span class=\"standout\">Vines</span> into <span class=\"standout\">Hives</span> and transforms you to <span class=\"standout\">Swarmblade Form</span>.  This requires you to have Swarmblade Form unlocked.<ul><li class=\"mod\"><span class=\"standout\">Nearest Vines -> Hives</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Summon Vine -> Swarmblade Transform</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Branch Storm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Spirit Thorns has a chance to pierce enemies (continue through targets they hit) and they penetrate enemy physical and cold resistance.<ul><li class=\"mod\"><span class=\"standout\">Spirit Thorns Pierce Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Spirit Thorns Physical And Cold Penetration</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Briar Shell","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Thorn Shield reflects additional flat damage to attackers.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bulb Growth","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Thorn Shield has a chance to recast itself on the same target when it expires.<ul><li class=\"mod\"><span class=\"standout\">Thorn Shield Recast Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Creeping Underbrush","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">You now have a chance to summon a new Vine next to a nearby enemy when a <span class=\"standout\">Vine</span> dies. Vines have increased attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Summon Vine Chance On Vine Death</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Vine Attack and Cast Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Cycle of Life","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Healing Totems have a chance to summon a <span class=\"standout\">Vale Spirit</span> when they die.<ul><li class=\"mod\"><span class=\"standout\">Vale Spirit Chance On Healing Totem Death</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Deep Roots","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Thorn Shield lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Thorn Shield Duration</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Eterra's Bulwark","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Thorn Shield grants additional armor and increased armor.<ul><li class=\"mod\"><span class=\"standout\">Armour With Shield</span> <span class=\"val\">+20 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Armor With Shield</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Friend of the Forest","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You summon an additional <span class=\"standout\">Spriggan</span> when you enter Spriggan Form which doesn&#039;t count towards your Spriggan limit, but does count towards your companion limit.  You will not summon an additional Spriggan if you are already at your maximum companion limit.<ul><li class=\"mod\"><span class=\"standout\">Additional Spriggan In Form</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Garden of Rage","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your <span class=\"standout\">Vines</span> have a chance to grant you <span class=\"standout\">Rage</span> on hit. Melee hits have a higher chance to grant Rage than spell hits.  If you have the <span class=\"standout\">Great Vine</span> node the rage gained is 200% higher.<ul><li class=\"mod\"><span class=\"standout\">Rage Gained</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to Gain Rage on Vine Melee Hit</span> <span class=\"val\">40%</span></li><li class=\"mod\"><span class=\"standout\">Chance to Gain Rage on Vine Spell Hit</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Glacial Grove","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You now also have a chance to cast <span class=\"standout\">Maelstrom</span> when you directly cast Thorn Shield.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Maelstrom On Thorn Shield</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Great Vine","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You can now only summon 1 <span class=\"standout\">Vine</span> at a time up to a maximum of 6, but they have significantly more health, size, threat generation and their melee attacks deal significantly more damage in a larger area (all multiplicative with other modifiers).  Indirect casts only create a vine on every third cast.<ul><li class=\"mod\"><span class=\"standout\">Vine Health</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Vine Size and Threat Generation</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Vine Melee Damage</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Vine Melee Area</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"val negative\">1 Vine Per Summon</span></li><li class=\"mod\"><span class=\"standout\">Great Vine Limit</span> <span class=\"val negative\">6</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Guardian of Nature","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Healing Totems have increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Totem Increased Healing</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Huntersbane","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Vines</span> now cast thorns from range, instead of using a melee attack. This is affected by nodes on this tree that affects Spirit Thorns, but they only fire 1 projectile and <span class=\"standout\">Great Vine</span> fires 3 projectiles.<ul><li class=\"mod\"><span class=\"standout\">Melee Attack -> Ranged Thorns For Vines</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Limited To 1 Thorn</span></li><li class=\"mod\"><span class=\"val negative\">Great Vine Limited To 3 Thorns</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ice Branch","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Spirit Thorns, Summon Vines and Thorn Shield&#039;s base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. They also have a chance to freeze enemies.  Poison chance from all sources, for all three skills, is converted to <span class=\"standout\">Frostbite</span> and effects related to poison now depend on Frostbite instead.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Chance -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Introspection","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Shield can now only target you and can no longer attach to other allies.<ul><li class=\"mod\"><span class=\"standout\">Thorn Shield Can Only Target You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ire of Trees","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Healing Totems are converted to Fury Totems and now restore <span class=\"standout\">Rage</span> instead of healing, but can only affect you.<ul><li class=\"mod\"><span class=\"standout\">Rage Gain On Heal</span> <span class=\"val\">+5</span></li><li class=\"mod\"><span class=\"val negative\">Only Benefits You</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ironbark","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">You have additional armor and increased armor while in Spriggan Form.<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+40 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Armor</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Leaf Barrier","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You gain ward equal to your armor when you enter Spriggan Form.<ul><li class=\"mod\"><span class=\"standout\">Armor -> Ward Gain</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Nightshade","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your hits have a chance to poison enemies while in Spriggan Form and your Vines have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance In Form</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Vines Poison Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Overgrowth","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Vines</span> deal more damage and have more health (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Vine Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Vine Health</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Roar of the Woodland","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">After directly casting Thorn Shield, Human Form is now replaced with <span class=\"standout\">Bark Skin</span>, which adds 4 seconds to the duration of every Thorn Shield on you and transforms you to <span class=\"standout\">Werebear Form</span>.  This requires you to have Werebear Form unlocked.<ul><li class=\"mod\"><span class=\"standout\">Additional Thorn Shield Duration (seconds)</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Thorn Shield -> Werebear Transform</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Rose Meadow","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Spirit Thorns and Thorn Shield deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spirit Thorns Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Thorn Burst Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Spikeburst","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Thorn Burst</span> deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Thorn Burst Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Thorn Burst Area</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Spiked Totems","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Healing Totems directly cast from this tree now also shoot thorns. <span class=\"standout\">Thorn Totem's</span> skill tree, mana cost, cooldown and totem limit also apply to Healing Totems.<ul><li class=\"mod\"><span class=\"standout\">Healing Totems Cast Thorns</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Thorn Totem Tree Benefits Healing Totems</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Spirit Vortex","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Maelstrom</span> on you when you directly cast Spirit Thorns.<ul><li class=\"mod\"><span class=\"standout\">Maelstrom Chance On Spirit Thorns</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Spiritwhisperer","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You now summon a <span class=\"standout\">Vale Spirit</span> every 5 direct casts with Spirit Thorns, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Vale Spirit Every 5 Spirit Thorn Casts</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Maximum Vale Spirits</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Spriggan Form","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Transform into a forest spriggan, increasing your spell casting capabilities, and gaining 4 new abilities.  Your mana is replaced with Rage while in spriggan form. When your Rage reaches 0 you automatically transform back into your human form. Your starting Rage is equal to your maximum mana. Rage slowly decays over time at a constant rate.<ul></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Stinging Bramble","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Thorn Burst</span> and Spirit Thorn hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Thorn Burst Bleed Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Spirit Thorns Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Totem Warden","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your <span class=\"standout\">Healing Totems</span> have more health and duration (both multiplicative with other modifiers) and you have increased summoning speed while in Spriggan Form.<ul><li class=\"mod\"><span class=\"standout\">Healing Totem Health</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Healing Totem Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Summoning Speed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Unbound Garden","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">You now always summon 3 Healing Totems and you can have additional maximum Healing Totems.<ul><li class=\"mod\"><span class=\"standout\">Additional Max Totems</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Always Summon 3 Totems</span> <span class=\"val\"></span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Valetide","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">When you directly cast Spirit Thorns while at maximum Vale Spirits, you consume them to cast <span class=\"standout\">Entangling Roots</span> at the target area and you regain <span class=\"standout\">Rage</span>, which deals more damage when cast this way (multiplicative with other modifiers).  This consumes Entangling Roots&#039; mana cost.<ul><li class=\"mod\"><span class=\"standout\">Cast Entangling Roots With Spirit Thorns</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Rage Gain On Entangling Roots</span> <span class=\"val\">+40 per point</span></li><li class=\"mod\"><span class=\"standout\">Entangling Roots Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Spriggan Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Wrath of the Glade","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">You now have a chance to cast Spirit Thorns from each of your Healing Totems when you directly cast Spirit Thorns.<ul><li class=\"mod\"><span class=\"standout\">Spirit Thorns Chance From Totems</span> <span class=\"val\">+10%</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Arboreal Vitality","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan has more health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Attuned Vines","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan&#039;s summoned <span class=\"standout\">Vines</span> have more health (multiplicative with other modifiers) and additional poison resistance.<ul><li class=\"mod\"><span class=\"standout\">Vine Health</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Resistance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Evasion","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> now also grants allies additional dodge rating per point of your Attunement.  This effect is doubled on minions.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating Per Attunement</span> <span class=\"val\">+4</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Hordes","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> grants additional effects based on the amount of active companions you have. For each <span class=\"standout\">Wolf</span>, it grants increased attack and cast speed. For each <span class=\"standout\">Storm Crow</span>, it grants increased mana regeneration. For each <span class=\"standout\">Raptor</span>, it grants additional critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Attack and Cast Speed per Wolf</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Regen per Storm Crow</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier per Raptor</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Kinship","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> now also grants allies additional spell damage.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Life","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> and <span class=\"standout\">Rejuvenating Wind</span> restore more health.<ul><li class=\"mod\"><span class=\"standout\">Aura Healing</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Rejuvenating Wind Healing</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Loyalty","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> restores significantly more health to minions.<ul><li class=\"mod\"><span class=\"standout\">Aura Healing To Minions</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Retribution","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> now also grants allies additional base critical chance and critical strike avoidance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Crit Avoidance</span> <span class=\"val\">+18% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Aura of Voracity","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Healing Aura</span> grants additional effects based on your active companions. With a <span class=\"standout\">Bear</span>, it grants a percentage of max health gained as endurance threshold. With a <span class=\"standout\">Sabertooth</span>, it grants increased dodge rating. With a <span class=\"standout\">Scorpion</span>, it grants increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Maximum Health Gained As Endurance Threshold with Bear</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating with Sabertooth</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Area of Effect with Scorpion</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Barbed Assault","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Thorn Volley</span> always fires 1 extra Thorn and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Always Fire 1 Extra Thorn</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Thorn Damage</span> <span class=\"val\">+12%</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Barbed Roots","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Ensnaring Roots</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Ensnaring Roots Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Branches of Winter","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Thorn Volley&#039;s and Ensnaring Roots&#039; base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. They also have a chance to freeze enemies.  Poison chance from all sources, for both skills, is converted to <span class=\"standout\">Frostbite</span> and effects related to poison now depend on Frostbite instead.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Briar Summoner","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan can now use <span class=\"standout\">Summon Vine</span>, melee minions that poison enemies they hit, up to a maximum of 6 Vines.  These Vines are not affected by your Vine limit or nodes on the <span class=\"standout\">Spriggan Form</span> tree.<ul><li class=\"mod\"><span class=\"standout\">Spriggans Cast Summon Vine</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Vine Limit</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Brutal Mire","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Thorn Volley</span> hits deal more damage to immobilized, stunned or frozen enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Thorn Hit Damage To Immobilized Enemies</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Thorn Hit Damage To Stunned Enemies</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Thorn Hit Damage To Frozen Enemies</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Creeping Roots","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan can now cast <span class=\"standout\">Ensnaring Roots</span>, a wave of roots deals physical damage and roots enemies it hits for 1.5 seconds. Rooted enemies take physical damage over time until they are freed.<ul><li class=\"mod\"><span class=\"standout\">Spriggan Casts Ensnaring Roots</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Deadly Thicket","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan&#039;s summoned <span class=\"standout\">Vines</span> deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Vine Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Floral Ascendance","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan deals more spell damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spell Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Forest Raiser","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Summon Vine</span> ability now summons three vines at a time, but has a significantly longer cooldown (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">3 Vines Summoned</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Summon Vines Cooldown</span> <span class=\"val negative\">+150%</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Frostleaf","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan has a higher chance to freeze enemies. Your Spriggans Aura grants its allies a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+60% per point</span></li><li class=\"mod\"><span class=\"standout\">Aura Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Garden of Nourishment","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Ensnaring Roots</span> now heals allies it hits.<ul><li class=\"mod\"><span class=\"standout\">Ensnaring Roots Healing</span> <span class=\"val\">200 per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Invading Underbrush","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Ensnaring Roots</span> can no longer be dodged.<ul><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Lasting Roots","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Ensnaring Roots</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Ensnaring Roots Duration</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Nature’s Reach","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Ensnaring Roots</span> has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Ensnaring Roots Cooldown Recovery Speed</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Protective Roots","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Your Spriggan now casts <span class=\"standout\">Ensnaring Roots</span> towards you whenever there are enemies around you, rather than it casting towards enemies near itself.<ul><li class=\"mod\"><span class=\"standout\">Ensnaring Root Towards You Instead</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Summon Spriggan","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Summon a spriggan that casts spells to attack your enemies and has a passive Healing Aura that restores 10 health per second. When its health drops to 0 it is downed, and you can stand near it to revive it.  The spriggan counts as a companion. You can have a maximum of two companions at once by default.<ul></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Thorn Barrage","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Thorn Volley</span> has a chance to fire 2 extra Thorns.<ul><li class=\"mod\"><span class=\"standout\">Chance For 2 Extra Thorns</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Thorny Stalks","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">For each Spriggan you control, you and your Spriggans reflect flat damage to attackers per point of Vitality.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected Per Vitality</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Vile Bramble","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Your Spriggan&#039;s <span class=\"standout\">Thorn Volley</span> hits deal more damage to poisoned enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Thorn Hit Damage To Poisoned Enemies</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Vine Mastery","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Your Spriggan&#039;s Summon Vine ability has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Summon Vine Cooldown Recovery Speed</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Spriggan","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Warding Bark","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Your Spriggan has additional armor and physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+100 per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Army of the Tempest","usable":["Druid"],"points":"2","effect":"<span class=\"mod\">Reduce the maximum stacks of <span class=\"standout\">Howling Cascade</span> required to cast <span class=\"standout\">Tornado</span>, and tornadoes cast via Howling Cascade deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Howling Cascade Stacks To Proc Tornado</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Howling Cascade Tornado Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bloodlust Swarm","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">When you create a <span class=\"standout\">Locust Swarm</span> with Swarm Strike you consume all stacks of bleed from enemies hit by it, causing the <span class=\"standout\">Swarm</span> to deal increased damage in a larger area per stack of bleed consumed.  The increased area scales up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Locust Swarm Increased Damage Per Bleed</span> <span class=\"val\">5%</span></li><li class=\"mod\"><span class=\"standout\">Locust Swarm Area Per Bleed</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Area Increase</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bountiful Hibernacula","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">When a <span class=\"standout\">Hive</span> releases a <span class=\"standout\">Locust</span> you regain health and <span class=\"standout\">Rage</span>.<ul><li class=\"mod\"><span class=\"standout\">Health Gain on Locust Release</span> <span class=\"val\">10 per point</span></li><li class=\"mod\"><span class=\"standout\">Rage Gain on Locust Release</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Carnage","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Swarm Strike and Dive deal more damage and you regain <span class=\"standout\">Rage</span> on hit with both skills.<ul><li class=\"mod\"><span class=\"standout\">Damage With Swarm Strike</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage With Dive</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Rage On Hit With Swarm Strike And Dive</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Chitin Sleet Storm","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You and your <span class=\"standout\">Locusts</span> have a higher chance of freezing enemies per point of Attunement.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier Per Attunement</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Death by a Thousand Wings","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Your Armblade Slash, Dive and <span class=\"standout\">Locust</span> hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Armblade Bleed Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Dive Bleed Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Locust Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Earth Stinger","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You and your <span class=\"standout\">Locusts</span> deal additional melee physical damage while in Swarmblade Form and your <span class=\"standout\">Locust Swarm</span> deals additional melee physical damage per active <span class=\"standout\">Locust</span> consumed when you use Swarm Strike.<ul><li class=\"mod\"><span class=\"standout\">Melee Physical Damage</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Locust Melee Physical Damage</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Swarm Melee Physical Damage Per Locust</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Endless Pressure","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">You regain health and <span class=\"standout\">Rage</span> when you or your <span class=\"standout\">Locusts</span> kill an enemy or when you hit a rare enemy or boss.<ul><li class=\"mod\"><span class=\"standout\">Health And Rage Gain On Kill</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Health And Rage Gain On Boss or Rare Hit</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Feverous Stings","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Yours and your <span class=\"standout\">Locusts'</span> hits have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Locust Poison Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Frost Bites","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">The base damage of Swarm Strike, <span class=\"standout\">Locust Swarm</span>, and Dive is converted to cold, and <span class=\"standout\">Locusts'</span> base melee damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. These attack all also gain a chance to freeze enemies.  Poison chance from all sources is converted to <span class=\"standout\">Frostbite</span> chance while in Swarmblade Form.  Your <span class=\"standout\">Locusts'</span> Poison chance from all sources is converted to <span class=\"standout\">Frostbite</span> chance.<ul><li class=\"mod\"><span class=\"standout\">Base Physical Damage -> Cold</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Grand Colony","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">You can control additional <span class=\"standout\">Locusts</span> and your Hives contain additional <span class=\"standout\">Locusts</span>.<ul><li class=\"mod\"><span class=\"standout\">Maximum Locusts</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Summoned Locusts From Hives</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Grasshopper's Frenzy","usable":["Druid"],"points":"2","effect":"<span class=\"mod\">You regain <span class=\"standout\">Rage</span> when you or your <span class=\"standout\">Locusts</span> critically hit.<ul><li class=\"mod\"><span class=\"standout\">Rage Gain When You Or Locusts Crit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Hive Mind","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Hives release <span class=\"standout\">Locusts</span> more frequently and if you have an active <span class=\"standout\">Locust Swarm</span> it also releases Locusts every second.<ul><li class=\"mod\"><span class=\"standout\">Locust Summoning Speed from Hives</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Locusts per 3 seconds from Locust Swarm</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Hornet Nest","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">You can only control half as many <span class=\"standout\">Locusts</span>, but they have significantly more health, deal significantly more damage in a larger area (all multiplicative with other modifiers) and are larger.<ul><li class=\"mod\"><span class=\"standout\">Locust Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Locust Melee Area</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Locust Health</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Locust Size</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Number Of Locusts</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Inspiring Swarm","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">A random active companion uses its active ability after you directly use Swarm Strike.<ul><li class=\"mod\"><span class=\"standout\">Random Companion Ability After Swarm Strike</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ironclad Beetle","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">All of your dodge rating is converted to armor while in Swarmblade Form.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating -> Armor</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Locust Agility","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You and your <span class=\"standout\">Locusts</span> have a higher chance to dodge and additional armor while in Swarmblade Form.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+40 per point</span></li><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+40 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Locust Master","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">When you use Armblade Slashes you now summon a <span class=\"standout\">Locust</span> instead of doing a melee attack.<ul><li class=\"mod\"><span class=\"standout\">Summon Locust On Use</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Needle-Like Sting","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You and your <span class=\"standout\">Locusts</span> have improved base critical strike chance while in Swarmblade Form.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Locust Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Neverending Drove","usable":["Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Locust Swarm</span> has more duration and Swarm Strike hits deal more damage (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Locust Swarm Duration</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage With Swarm Strike</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Plague of Locusts","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Your <span class=\"standout\">Locust Swarm</span> deals more damage per <span class=\"standout\">Locust</span> consumed (multiplicative with other modifiers) and while the Locust Swarm is active you have additional chance to poison on hit per <span class=\"standout\">Locust</span> consumed.<ul><li class=\"mod\"><span class=\"standout\">Locust Swarm Damage Per Locust</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance Per Locust While Swarm Active</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Release the Horde","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Your Armblade Slash can now hit your own Hives which causes them to release <span class=\"standout\">Locusts</span>.<ul><li class=\"mod\"><span class=\"standout\">Locusts On Hive Hit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Slashing Spiral","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Your Swarm Strike, <span class=\"standout\">Locust Swarm</span> and your <span class=\"standout\">Locusts'</span> melee attacks all deal damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Swarm Strike Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Locust Swarm Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Locust Melee Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Soaring Scourge","usable":["Druid"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Locust Swarm</span> now scales with your minion damage rather than your damage.<ul><li class=\"mod\"><span class=\"standout\">Locust Swarm Damage -> Minion Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Spiked Vespiary","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Your Hives now cast <span class=\"standout\">Thorns</span> as if they were <span class=\"standout\">Thorn Totems</span>, rather than releasing <span class=\"standout\">Locusts</span>. They can cast thorns a limited number of times equal to the number of Locusts they would have released.<ul><li class=\"mod\"><span class=\"standout\">Locusts -> Thorn Casts</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Scales With Thorn Totem Tree</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Springer's Fury","usable":["Druid"],"points":"2","effect":"<span class=\"mod\">You gain <span class=\"standout\">Rage</span> when you dodge.<ul><li class=\"mod\"><span class=\"standout\">Rage Gain On Dodge</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Swarm's Fury","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After using Swarm Strike, Human Form is now replaced with <span class=\"standout\">Angered Swarm</span>, which adds 4 seconds to the duration of your <span class=\"standout\">Locust Swarm</span> and transforms you to <span class=\"standout\">Werebear Form</span>.  This requires you to have Werebear Form unlocked.<ul><li class=\"mod\"><span class=\"standout\">Locust Swarm Duration</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Swarm Strike -> Werebear Transform</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Swarmblade Form","usable":["Druid"],"points":"0","effect":"<span class=\"mod\">Transform into an agile Swarmblade, increasing your melee capabilities, and gaining 4 new abilities.  Your mana is replaced with Rage while in swarmblade form. When your Rage reaches 0 you automatically transform back into your human form. Your starting Rage is equal to your maximum mana. Rage slowly decays over time at a constant rate.<ul></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Swarmkeeper's Call","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After using Summon Hive, Human Form is now replaced with <span class=\"standout\">Cleanse Hives</span>, which releases all <span class=\"standout\">Locusts</span> from up to 2 Hives, replaces them with <span class=\"standout\">Healing Totems</span> and transforms you to <span class=\"standout\">Spriggan Form</span>.  This requires you to have Spriggan Form unlocked.<ul><li class=\"mod\"><span class=\"standout\">Hives -> Healing Totems</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Summon Hive -> Spriggan Transform</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Vampiric Mandibles","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Your <span class=\"standout\">Locust Swarm</span> leeches a portion of the damage it deals as health to you.<ul><li class=\"mod\"><span class=\"standout\">Locust Swarm Health Leech</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Viper's Call","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Serpent Strike</span> tree now applies to Armblade Slashes, and it does not require a spear.  This effect does not include the base additional poison chance or increased poison duration from Serpent Strike.<ul><li class=\"mod\"><span class=\"standout\">Serpent Strike Tree Affects Armblade Slashes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">No Spear Requirement</span> <span class=\"val\"></span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Wasp Flight","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You have increased attack and cast speed while in Swarmblade form.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Water Strider","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">You cast <span class=\"standout\">Maelstrom</span> a number of times when you Dive.   This consumes a portion of Maelstrom&#039;s mana cost as <span class=\"standout\">Rage</span>.<ul><li class=\"mod\"><span class=\"standout\">Maelstrom Stacks On Dive</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana As Rage Cost</span> <span class=\"val negative\">20% per point</span></li></ul>"},{"skill":"Swarmblade Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Windfury Strikes","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">You gain a stack of <span class=\"standout\">Howling Cascade</span> when you use Armblade Slash and hit at least one enemy. Reaching 6 stacks consumes them to cast <span class=\"standout\">Tornado</span>.  This consumes Tornado&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Gain Howling Cascade Stacks On Hit With Slash</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cast Tornado At 6 Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Apex Predator","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Rampage deals more damage (multiplicative with other modifiers) and you have global increased damage while Rampaging.<ul><li class=\"mod\"><span class=\"standout\">Rampage Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Damage While Rampaging</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Army Sunderer","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Rampage and Maul hits shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Barrage of the Swarm","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After directly using Roar, Human Form is now replaced with <span class=\"standout\">Swarm Call</span>, which summons a <span class=\"standout\">Locust</span> for each nearby stunned enemy up to 6 and transforms you to <span class=\"standout\">Swarmblade Form</span>.  This requires you to have Swarmblade Form unlocked.<ul><li class=\"mod\"><span class=\"standout\">Locust Per Stunned Enemy</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Roar -> Swarmblade Transform</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bloodthirst","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Your hits have a chance to cause enemies to bleed while in Werebear Form.  This chance is doubled for Maul.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance Doubled For Maul</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Bringer of Storms","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Maul and Rampage&#039;s base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.  Armor Shred and bleed chance from all sources is converted to shock and effects related to armor shred or bleed now depend on shock instead for Maul and Rampage.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Armor Shred And Bleed -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Crackling Assault","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You cast <span class=\"standout\">Storm Bolts</span> from the sky a number of times each second while Rampaging.<ul><li class=\"mod\"><span class=\"standout\">Lightning Strikes Per Second While Rampaging</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Dauntless","usable":["Druid"],"points":"3","effect":"<span class=\"mod\">Rampage has increased movement speed, a higher chance to stun enemies and stuns inflicted by Rampage last longer.<ul><li class=\"mod\"><span class=\"standout\">Movespeed While Rampaging</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance with Rampage</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration with Rampage</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Enrage","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">You regain <span class=\"standout\">Rage</span> and health with Roar per enemy hit, up to a maximum number of enemies.<ul><li class=\"mod\"><span class=\"standout\">Rage Gain On Roar Per Enemy</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gain On Roar Per Enemy</span> <span class=\"val\">+15 per point</span></li><li class=\"mod\"><span class=\"standout\">Max Number Of Enemies</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Eterra's Renewal","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">When you leave Werebear Form you cleanse all negative ailments and gain <span class=\"standout\">Haste</span> for 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments When Leaving Form</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Haste When Leaving Form</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Frenzied Strikes","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">You regain additional <span class=\"standout\">Rage</span> if you hit at least one enemy with <span class=\"standout\">Swipe</span>.<ul><li class=\"mod\"><span class=\"standout\">Rage Gained On Hit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Fury of the Maul","usable":["Druid"],"points":"2","effect":"<span class=\"mod\">Maul has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Maul Cooldown Recovery Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Insatiable","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">Maul and Rampage have improve base critical strike chance and you have global increased critical strike chance while in Werebear Form.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance For Maul And Rampage</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Increased Crit Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Intimidating Cry","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After using Rampage, you now <span class=\"standout\">Roar</span>.  This consumes Warcry&#039;s mana cost as Rage and puts it on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Roar After Rampage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Invigoration","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">You regain health and <span class=\"standout\">Rage</span> on kill or when you hit a rare or boss enemy.<ul><li class=\"mod\"><span class=\"standout\">Health Gained On Kill Or Hit</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Rage Gained On Kill Or Hit</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Pummel and Bash","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Maul deals more melee damage to stunned enemies and you regain <span class=\"standout\">Rage</span> when you hit a stunned enemy with Maul.<ul><li class=\"mod\"><span class=\"standout\">Maul Melee Damage To Stunned</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Rage Gained With Maul To Stunned</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Relentless Thunder","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">For 6 seconds after you enter Werebear Form, you deal more Lightning Damage (multiplicative with other modifiers) and 100% of Swipe&#039;s Base Damage is converted to lightning. Consequently this damage scales with lightning damage instead of physical damage.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Swipe Base Damage -> Lightning</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (Seconds)</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Rip and Tear","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Maul and Rampage deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Maul And Rampage Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ruthless","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">Your <span class=\"standout\">Rage</span> decays slower while in Werebear Form.<ul><li class=\"mod\"><span class=\"standout\">Rage Decay Rate</span> <span class=\"val\">-12% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Skull Crusher","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Fury Leap</span> tree now applies to Maul.   This consumes Fury Leap&#039;s mana cost as Rage.<ul><li class=\"mod\"><span class=\"standout\">Fury Leap Tree Benefits Maul</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Consumes Fury Leap's Mana Cost As Rage</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Territorial","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">Maul and Roar affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area For Maul And Roar</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Tremor Slam","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After using Maul, you now use <span class=\"standout\">Upheaval</span> towards your target.  This consumes Upheaval&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Upheaval After Maul</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Unending Storm","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">Rampage has no cooldown.  While using Rampage you move more slowly, but deal more lightning damage. Both of these effects are multiplicative with other modifiers.<ul><li class=\"mod\"><span class=\"standout\">No Rampage Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Lightning Damage during Rampage</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Rampage Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ursine Heart","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">You have additional endurance and endurance threshold while in Werebear Form.<ul><li class=\"mod\"><span class=\"standout\">Endurance</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Endurance Threshold</span> <span class=\"val\">+40 per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Ursine Storm","usable":["Druid"],"points":"4","effect":"<span class=\"mod\">You have a chance to cast <span class=\"standout\">Maelstrom</span> when you use Swipe or Maul and hit at least one enemy.  This consumes Maelstrom&#039;s mana cost as Rage.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Maelstrom On Use</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Voice of the Thicket","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After using Rampage, Human Form is now replaced with <span class=\"standout\">Arboreal Protection</span>, which casts <span class=\"standout\">Thorn Shield</span> on you and up to 5 nearby allies and transforms you to <span class=\"standout\">Spriggan Form</span>.  This requires you to have Spriggan Form unlocked.<ul><li class=\"mod\"><span class=\"standout\">Thorn Shield On Nearby Allies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Rampage -> Spriggan Transform</span> <span class=\"val\"></span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Werebear Form","usable":["Druid"],"points":"0","effect":"<span class=\"mod\">Transform into a ferocious werebear, increasing your physical capabilities and gaining 4 new abilities.   Your mana is replaced with Rage while in werebear form. When your Rage reaches 0 you automatically transform back into your human form. Your starting Rage is equal to your maximum mana. Rage slowly decays over time at a constant rate.<ul></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Wild Command","usable":["Druid"],"points":"5","effect":"<span class=\"mod\">When you use Maul and hit at least one enemy, your minions deal increased damage for 8 seconds. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Increased Minion Damage</span> <span class=\"val\">40% per point</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Wisened Claws","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">You gain additional spell damage per point of Strength while in Werebear Form.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per Strength</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Werebear Form","skill-group":"Druid","class":"Primalist","mastery":"Druid","name":"Woodland Bear","usable":["Druid"],"points":"1","effect":"<span class=\"mod\">After using Maul, you now cast <span class=\"standout\">Entangling Roots</span>.  This consumes Entangling Roots&#039; mana cost as Rage.<ul><li class=\"mod\"><span class=\"standout\">Entangling Roots After Maul</span> <span class=\"val\"></span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Absorption","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">When a <span class=\"standout\">Coldstone Elemental</span> is hit by a boulder, they regain health and gain <span class=\"standout\">Frenzy</span> and <span class=\"standout\">Haste</span> for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Elemental Health Regain</span> <span class=\"val\">100 per point</span></li><li class=\"mod\"><span class=\"standout\">Frenzy Chance (seconds)</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Alpine Guide","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Improves Avalanche&#039;s base critical strike chance.  When a large boulder critically strikes, it has a chance to drop a small boulder at the same location.<ul><li class=\"mod\"><span class=\"standout\">Base Critical Strike Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Small Boulder Chance On Crit</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Avalanche","usable":["Shaman"],"points":"0","effect":"<span class=\"mod\">Summon the might of winter and pummel your foes in ice and snow, unleashing a large boulder at the target followed by 10 smaller boulders around the area over 2 seconds.<ul></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Crater","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Avalanche&#039;s every third large boulder creates an <span class=\"standout\">Earthquake</span> on impact.  This effect consumes mana equal to a portion of <span class=\"standout\">Earthquake's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Earthquake Every Third Large Boulder</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">90%</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Dead of Winter","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Avalanche hits have an increased chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Cold Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Elemental Bond","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Large boulders have a chance to form into a <span class=\"standout\">Coldstone Elemental</span>, which is a melee minion that deals cold and physical damage and decays over time.  You can summon up to 9 <span class=\"standout\">Coldstone Elementals</span>, and summoning past this maximum will refresh the decay and health of the most decayed one.<ul><li class=\"mod\"><span class=\"standout\">Coldstone Elemental Chance</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Excavation","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Avalanche hits have an increased chance to stun enemies.  Additionally, the impact from the large boulders have a chance to create your <span class=\"standout\">Upheaval</span> towards a nearby enemy.  This consumes mana equal to a portion of <span class=\"standout\">Upheaval's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Upheaval Chance From Large Boulder</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">80%</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Explosive Impact","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Avalanche boulders fall in a larger area, and each boulder has a larger area of impact.<ul><li class=\"mod\"><span class=\"standout\">Avalanche And Boulder Impact Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Frost","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Avalanche&#039;s base physical damage is converted to cold damage, and increased stun chance provided by this tree is converted to freeze rate multiplier.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance -> Freeze Rate Multiplier</span> <span class=\"val\"></span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Frost Touch","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Avalanche&#039;s large boulders have a chance to leave behind <span class=\"standout\">Frozen Ground,</span> which chills all enemies who stand on it.<ul><li class=\"mod\"><span class=\"standout\">Large Boulder Chance To Leave Frozen Ground</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Frosted Font","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Frozen Ground</span> affects a larger area.  You and your allies standing on your <span class=\"standout\">Frozen Ground</span> gain a chance to inflict frostbite on hit.<ul><li class=\"mod\"><span class=\"standout\">Frozen Ground Area</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Frostbite Chance On Frozen Ground</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Grounding","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Avalanche hits deal more damage (multiplicative with other modifiers) while you have at least one active totem.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage While Totem Active</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Hailstorm","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">The persisting Avalanche is now cast around you and follows your movement.  The large boulders will automatically target enemies within 6 meters.<ul><li class=\"mod\"><span class=\"standout\">Avalanche Follows Player</span> <span class=\"val\"></span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Harsh Winter","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Avalanche deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Intensity","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Small boulders have a chance to be replaced by large boulders.<ul><li class=\"mod\"><span class=\"standout\">Large Boulder Chance</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Mountain Peak","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Avalanche is now channeled, creating 1 large boulder and 5 small boulders every second, but has a channeling cost every second.<ul><li class=\"mod\"><span class=\"standout\">Channeled</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val negative\">24</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Mountain's Fury","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Avalanche boulders have a larger area of impact.<ul><li class=\"mod\"><span class=\"standout\">Boulder Impact Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Naturaly Occuring","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Avalanche costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Precision","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Small boulders now fall in a smaller area up to a maximum, causing them to hit more precisely at the target location.<ul><li class=\"mod\"><span class=\"standout\">Small Boulder Target Area</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Target Area Reduction</span> <span class=\"val\">60%</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Pummeling","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Large boulders will cause a <span class=\"standout\">Fissure</span> to open underneath them, dealing physical damage over 4 seconds to enemies who stand on it.  You can have a maximum of 1 <span class=\"standout\">Fissure</span> at a time.<ul><li class=\"mod\"><span class=\"standout\">Fissures From Large Boulders</span> <span class=\"val\"></span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Rockfall","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Avalanche&#039;s base cold damage is converted to physical damage, and freeze rate multiplier bonuses from this tree are converted to increased stun chance.<ul><li class=\"mod\"><span class=\"standout\">Cold Damage -> Physical Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier -> Increased Stun Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shatter Shot","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Avalanche hits deal more damage (multiplicative with other modifiers).  This effect is doubled against frozen enemies.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against Frozen Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Snow Storm","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Avalanche drops additional small boulders.  If Avalanche is channeled, small boulders drop more frequently instead.<ul><li class=\"mod\"><span class=\"standout\">Small Boulders Per Cast</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Small Boulder Frequency If Channeled</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Storm Slide","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">While in range of a <span class=\"standout\">Storm Totem</span>, Avalanche hits deal additional lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage In Range Of Storm Totem</span> <span class=\"val\">+10</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Stormcaller","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Boulder hits have a chance to grant you a <span class=\"standout\">Storm Stack</span>.<ul><li class=\"mod\"><span class=\"standout\">Storm Stack Chance</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Unpredictability","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Boulders fall in a larger area. This reduces your chance to hit single targets.<ul><li class=\"mod\"><span class=\"standout\">Avalanche Area</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"val negative\">Harder To Hit Single Targets</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Unyielding Storm","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Avalance now persists after you stop channeling for a duration equal to how long you spent channeling, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Max Duration (seconds)</span> <span class=\"val\">1.5 per point</span></li></ul>"},{"skill":"Avalanche","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Winter Buildup","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Avalanche costs less mana.  If it&#039;s channeled l it will reduce the channel cost instead.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Amplitude","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Aftershocks have a larger area of effect.<ul><li class=\"mod\"><span class=\"standout\">Aftershock Area</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Buffet","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Earthquake and its Aftershocks have an increased chance to stun enemies, and Earthquake costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Cataclysm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Earthquake&#039;s base damage is converted to fire damage. Consequently this damage scales with increases to fire damage, but not increases to physical damage.  Additionally, armor shred chance from all sources is converted to ignite chance.<ul><li class=\"mod\"><span class=\"standout\">Base Damage -> Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Armor Shred -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Concussion","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Earthquake&#039;s initial slam deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Initial Slam Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Crushing Wake","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Aftershocks deal more damage (multiplicative with other modifiers) and have an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Aftershock Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Aftershock Stun Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Deep Impact","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Earthquake&#039;s initial slam can&#039;t be dodged.<ul><li class=\"mod\"><span class=\"standout\">Undodgable</span> <span class=\"val\"></span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Divining Totem","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Aftershocks appear around your totems instead if they are nearby.<ul><li class=\"mod\"><span class=\"standout\">Aftershocks Appear Around Totems</span> <span class=\"val\"></span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Dust Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Aftershocks blind enemies within their area of effect.<ul><li class=\"mod\"><span class=\"standout\">Aftershocks Blind Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Earthquake","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Slam the ground with your weapon damaging enemies in a large area and creating 2 to 4 aftershocks nearby.<ul></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Fury Of The Elements","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Casting Earthquake expends Storm Stacks over 0.5 seconds.  <span class=\"standout\">Storm Bolts</span> triggered this way deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Storm Stacks Expended</span> <span class=\"val\">5 per point</span></li><li class=\"mod\"><span class=\"standout\">Storm Bolt Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Ground Slam","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Using Earthquake directly it now deals damage in a cone which has increased range. Aftershocks also favour targets in the direction Earthquake is cast.<ul><li class=\"mod\"><span class=\"standout\">Earthquake Deals Damage In Cone</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Range</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Aftershocks Favour Earthquake Direction</span> <span class=\"val\"></span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Lethargy","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Earthquake and its <span class=\"standout\">Aftershocks</span> have a chance to slow enemies in their area of effect.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Magnitude","usable":["Beastmaster","Shaman","Druid"],"points":"2","effect":"<span class=\"mod\">Earthquake can cast more maximum possible Aftershocks.<ul><li class=\"mod\"><span class=\"standout\">Maximum Possible Aftershocks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Outbreak","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Earthquake and its Aftershocks have a larger area of effect.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Overwhelm","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Casting Earthquake grants you <span class=\"standout\">Haste</span> and <span class=\"standout\">Frenzy</span> for a duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Frenzy Duration</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Potency","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Earthquake&#039;s initial slam deals more damage (multiplicative with other modifiers), but in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Initial Slam Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Rupture","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Earthquake&#039;s initial slam deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Initial Slam Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Seismic Smash","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Modifiers to Aftershock damage on this tree apply to the initial slam, but Earthquake can no longer create Aftershocks.<ul><li class=\"mod\"><span class=\"standout\">Aftershock Damage -> Initial Slam Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cannot Create Aftershocks</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Seismic Tide","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Earthquake&#039;s initial slam occurs three times. First with 30% reduced radius and damage, then with 5% reduced radius and damage, then with 30% increased radius and damage.  Earthquake now has a cooldown, and each initial hit consumes mana.<ul><li class=\"mod\"><span class=\"standout\">Initial Slam Occurs Three Times</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+2</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed Per Additional Slam</span> <span class=\"val negative\">16</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shattered Earth","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Aftershocks have a chance when they hit to cast another Aftershock. Maximum of one additional Aftershock.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Another Aftershock</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shattered Resolve","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Stuns caused by Earthquake and its Aftershocks last longer, but Earthquake has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shatterquake","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Earthquake and its Aftershocks deal more hit damage to chilled or frozen enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Chilled Or Frozen Enemies</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Snowcrash","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Aftershock hits have a chance to have an <span class=\"standout\">Avalanche Boulder</span> cast on their location, and when this effect triggers it consumes mana.  The <span class=\"standout\">Boulder</span> is affected by your <span class=\"standout\">Avalanche</span> Skill Tree.<ul><li class=\"mod\"><span class=\"standout\">Chance To Cast Boulder On Aftershock Hit</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">5 per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Staggering Force","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Earthquake&#039;s initial slam deals more damage and has increased stun chance and stun duration, but Earthquake has a 6 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Initial Slam Damage</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Storm Rift","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Earthquake is converted into a spell, and no longer scales with melee damage. Earthquake now deals substantial additional base damage on the initial slam and its base damage is converted to Lightning. Consequently this damage scales with increased lightning damage, but not with increased physical damage.  Aftershocks also deal substantial additional spell damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Attack -> Spell</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Initial Slam Spell Damage</span> <span class=\"val\">+80</span></li><li class=\"mod\"><span class=\"standout\">Base Physical Damage -> Lightning</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Aftershock Spell Damage</span> <span class=\"val\">+20</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Sunder","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Earthquake&#039;s initial slam reduces enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Stacks Of Armor Shred Applied</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"The Harder They Fall","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Earthquake&#039;s initial slam deals more hit damage against rare and boss enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Initial Slam Hit Damage Against Rares And Bosses</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Thunderblight","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Earthquake&#039;s initial slam deals additional lightning damage, and Earthquake deals more lightning damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Added Lightning Damage</span> <span class=\"val\">+10 per point</span></li><li class=\"mod\"><span class=\"standout\">More Lightning Damage</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Torpor","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Slows caused by Earthquake and its Aftershocks last longer.<ul><li class=\"mod\"><span class=\"standout\">Slow Duration</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Tremors","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\">Earthquake can cast more minimum possible Aftershocks. Each enemy can only be targeted by one Aftershock.<ul><li class=\"mod\"><span class=\"standout\">Minimum Possible Aftershocks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Unabating","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Aftershocks deal more damage over time (multiplicative with other modifiers) and last longer.<ul><li class=\"mod\"><span class=\"standout\">Aftershock Damage Over Time</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Aftershock Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Earthquake","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Upheaval","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Aftershocks are now damage over time, dealing their normal hit damage each second. Aftershocks last 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Aftershock Hits -> Damage Over Time</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Blizzard","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Storm Totem now creates a <span class=\"standout\">Blizzard</span> around itself; enemies caught in the blizzard take cold damage over time and have a 25% chance to be chilled each second.  All shock chance is converted to chill chance. All effects which are conditional on shock are conditional on chill instead.<ul><li class=\"mod\"><span class=\"standout\">Blizzard Surrounds Storm Totem</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Blizzard Chill Chance Per Second</span> <span class=\"val\">25%</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Chill to the Bone","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Storm Totem hits have a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Direct Current","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Improves Storm Totem&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Discharge","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Storm Totem casts <span class=\"standout\">Lightning Nova</span> when it dies.<ul><li class=\"mod\"><span class=\"standout\">Lightning Nova Cast On Death</span> <span class=\"val\"></span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Exploit Weaknesses","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Storm Totem hits deal more damage to shocked enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Shocked Enemies</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Frostbite","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blizzard</span> has a chance to inflict enemies with <span class=\"standout\">Frostbite</span> each second.<ul><li class=\"mod\"><span class=\"standout\">Frostbite Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Fulgurite Core","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Storm Totem has additional Spell Lightning Damage based on your Shock Chance and your Chance to Shock Attackers.<ul><li class=\"mod\"><span class=\"standout\">Spell Lightning Damage per 10% Shock Chance</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Lightning Damage per 10% Chance to Shock Attackers</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Grounding Conduit","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">You deal increased lightning damage if a Storm Totem has hit a shocked an enemy recently.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Heavy Impact","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Storm Totem hits have an increased chance to stun enemies and the stuns they inflict last longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">30% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Icicles","usable":["Shaman"],"points":"5","effect":"<span class=\"mod\">Storm Totem deals additional cold spell damage.<ul><li class=\"mod\"><span class=\"standout\">Cold Spell Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Intensity","usable":["Shaman"],"points":"5","effect":"<span class=\"mod\">Storm Totem deals more damage (multiplicative with other modifiers), but cost more mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+8% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Lightning Raider","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Storm Totem has more cast speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Limited Resistance","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Storm Totem costs less mana to summon.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Overstimulation","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Enemies hit by Storm Totem recently have reduced movement speed.<ul><li class=\"mod\"><span class=\"standout\">Slow Amount On Hit</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Piercing Winds","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Frostbite</span> inflicted by <span class=\"standout\">Blizzard</span> has additional Cold Penetration.<ul><li class=\"mod\"><span class=\"standout\">Cold Penetration with Frostbite</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Power Shunt","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Storm Totem critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Press Your Advantage","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Storm Totem has more critical strike chance against shocked enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance Against Shocked Enemies</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shielding Totem","usable":["Shaman"],"points":"2","effect":"<span class=\"mod\">Allies near your Storm Totem have additional lightning resistance.<ul><li class=\"mod\"><span class=\"standout\">Lightning Resistance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shockfury","usable":["Shaman"],"points":"5","effect":"<span class=\"mod\">Allies near your Storm Totem are granted additional melee lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Lightning Damage</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Static Field","usable":["Shaman"],"points":"3","effect":"<span class=\"mod\">Storm Totem attacks have a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Steel Plating","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">Storm Totem has increased health.<ul><li class=\"mod\"><span class=\"standout\">Increased Health</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Storm Totem","usable":["Shaman"],"points":"0","effect":"<span class=\"mod\">Summons a totem that casts lightning storms around nearby enemies.  Storm totems last 8 seconds, and you cannot control more than 1 at once.<ul></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Storm's Reach","usable":["Shaman"],"points":"5","effect":"<span class=\"mod\">Storm Totem&#039;s individual lightning strikes damage enemies in a larger area<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Stormrider","usable":["Shaman"],"points":"4","effect":"<span class=\"mod\">You have increased movement speed if Storm Totem has hit a shocked an enemy recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Thunder Totem","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">If you have at least 3 other totems when you summon Storm Totem, up to 5 are consumed to instead summon a <span class=\"standout\">Thunder Totem</span> which has more damage, duration, health and size per totem consumed this way (all multiplicative with other modifiers).  This effect does not consume other Storm Totems or Thunder Totems.<ul><li class=\"mod\"><span class=\"standout\">Thunder Totem Damage, Health, Duration And Size Per Totem</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Consumption Limit</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Summon Storm Totem","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Unmatched Storms","usable":["Shaman"],"points":"1","effect":"<span class=\"mod\">Your Storm Totem now casts <span class=\"standout\">Storm Bolts</span> from your <span class=\"standout\">Gathering Storm</span> instead of its own lightning strikes, but Storm Totem has significantly less cast speed and deals less damage (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Storm Bolts Instead Of Lightning Strikes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-80%</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Aspect of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Casting Tornado grants <span class=\"standout\">Aspect of the Storm</span> for 2 seconds, which grants 10% increased movespeed.<ul><li class=\"mod\"><span class=\"standout\">Tornado Aspect of the Storm</span> <span class=\"val\"></span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Charged Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado casts <span class=\"standout\">Storm Bolt</span> at an enemy within 8 meters every 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Tornadoes Cast Storm Bolt</span> <span class=\"val\"></span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Churning Orbs","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado now create a <span class=\"standout\">Storm Orb</span> every second, but Tornado has less cast speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Tornadoes Cast Storm Orb</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Debris","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado deals more damage (multiplicative with other modifiers), but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Druidic Control","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado is now stationary, but deals less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Stationary Tornadoes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Eye of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado deals significantly more damage (multiplicative with other modifiers) and attach to you wherever you move, but you can no longer cast additional Tornadoes at once.<ul><li class=\"mod\"><span class=\"standout\">Tornadoes Attach To You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">Can No Longer Cast Additional Tornadoes</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Fire Tornado","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornados&#039; base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.  Tornado deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Physical Damage -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10%</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Frequent Lightning","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado casts <span class=\"standout\">Storm Bolt</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Lightning Frequency</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Gust of Renewal","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado costs less mana, and <span class=\"standout\">Aspect of the Storm</span> grants increased mana regeneration.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Aspect of the Storm Mana Regen</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Hurricane","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">When you use Tornado, you have a chance to create an additional Tornado, but Tornadoes have reduced pull strength.<ul><li class=\"mod\"><span class=\"standout\">Doublecast Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Pull Strength</span> <span class=\"val negative\">-25% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Igniting Swirl","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado ignites nearby enemies every second.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Inferno","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado gains a portion of your chance to ignite with fire spells as ignite chance per second.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance On Hit -> Ignite Chance Per Second</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Lasting Storm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Overcast Skies","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Storm Bolts</span> target enemies from further away.<ul><li class=\"mod\"><span class=\"standout\">Lightning Range</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Shelter of the Storm","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">While channelling Tornado you take less damage (multiplicative with other modifiers), and have increased dodge rating.<ul><li class=\"mod\"><span class=\"standout\">Damage Taken</span> <span class=\"val\">-12% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Snap Gale","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado is now instant cast and deals more damage (multiplicative with other modifiers), but now has a 4 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Instant Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Storm Dervish","usable":["Beastmaster","Shaman","Druid"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Aspect of the Storm</span> now also grants increased attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Aspect of the Storm Attack Speed</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Aspect of the Storm Cast Speed</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Storm Soul","usable":["Beastmaster","Shaman","Druid"],"points":"6","effect":"<span class=\"mod\">Tornado has a shorter cooldown and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Stormbringer","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado has increased cast speed and area of effect.<ul><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Strength of Air","usable":["Beastmaster","Shaman","Druid"],"points":"4","effect":"<span class=\"mod\">Tornado has increased pull strength.<ul><li class=\"mod\"><span class=\"standout\">Pull Strength</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Swift Wings","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Aspect of the Storm</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Aspect of the Storm Duration</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Tornado","usable":["Beastmaster","Shaman","Druid"],"points":"0","effect":"<span class=\"mod\">Conjures a tornado that moves at random, pulling in nearby enemies and dealing physical damage to them.<ul></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Trail of Storms","usable":["Beastmaster","Shaman","Druid"],"points":"5","effect":"<span class=\"mod\">Tornadoes cast <span class=\"standout\">Storm Orbs</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Storm Orb Frequency</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Tornado","skill-group":"Shaman","class":"Primalist","mastery":"Shaman","name":"Voices of the Wind","usable":["Beastmaster","Shaman","Druid"],"points":"1","effect":"<span class=\"mod\">Tornado is now a channelled skill, sustaining a single tornado that follows your cursor. This tornado deals much more damage (multiplicative with other modifiers) and has an increased area of effect. Modifiers to duration affect its damage instead.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+300%</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Duration -> Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost per Second</span> <span class=\"val negative\">5</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Acid Flask","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Throw a flask of acid that explodes dealing physical damage on impact, poisoning enemies and reducing their armor.<ul></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Alchemical Proficiency","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Acid Flask costs less mana and deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Alchemist's Gift","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Acid Flask is now thrown as a trap that starts arming and explodes when enemies walk over it.  You can have a maximum of 6 Acid Flask Traps active at once.<ul><li class=\"mod\"><span class=\"standout\">Acid Flask Trap</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Acid Flask Traps</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Amatoxic Pools","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Poison Pools</span> have a chance to inflict enemies with <span class=\"standout\">Efficacious Toxin</span> each second, causing them to take increased damage over time.<ul><li class=\"mod\"><span class=\"standout\">Efficacious Toxin Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Barrage","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you directly use Acid Flask, you now throw Acid Flasks in a fan in front of you instead of a line. Flasks travel faster.<ul><li class=\"mod\"><span class=\"standout\">Fan Mode</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Travel Speed</span> <span class=\"val\">+25%</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blinding Mixture","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Acid Flask has a chance to blind enemies hit for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Castigate","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">You have a chance to drop an Acid Flask at your feet when an enemy hits you.   This effect has a 5 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Chance to Drop Flask When Hit</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">+5</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Caustic Concoction","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has additional chance to poison enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cluster Bomb","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When Acid Flask is thrown directly it causes 3 smaller explosions around the impact location dealing fire damage on hit, but it costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Secondary Explosions</span> <span class=\"val\">+3</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Cost</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Contamination","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has a chance to shred enemy poison resistance on hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Resistance Shred Chance</span> <span class=\"val\">+150% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Corrosive","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Debilitate","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Acid Flask has a chance to apply <span class=\"standout\">Frailty</span> to enemies hit, causing them to deal less damage.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Elixir of Speed","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has a chance to grant <span class=\"standout\">Haste</span> on use for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Explosive Flask","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Acid Flask&#039;s base damage is converted to fire damage and its hits deal significantly more damage (multiplicative with other modifiers). Consequently this damage scales with increases to fire damage, but not increases to physical damage.  Acid Flask can no longer apply poison or create poison pools.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">No Poison Chance or Poison Pools</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Firebomb Cocktail","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask deals additional throwing fire damage.<ul><li class=\"mod\"><span class=\"standout\">Throwing Fire Damage</span> <span class=\"val\">+12 per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flammable Concoction","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hindering Mixture","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has a chance to slow enemies on hit. Slow caused by Acid Flask lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hydrochloric Acid","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You have a chance to poison enemies while standing in your <span class=\"standout\">Poison Pools</span>.<ul><li class=\"mod\"><span class=\"standout\">Global Poison Chance In Pool</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Knowledge of Immunity","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Acid Flask penetrates poison resistance based on your own uncapped Poison Resistance<ul><li class=\"mod\"><span class=\"standout\">Poison Penetration per 5% Uncapped Poison Resistance</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lasting Sickness","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has increased poison duration.<ul><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lightweight","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Acid Flask travels faster.<ul><li class=\"mod\"><span class=\"standout\">Travel Speed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lingering Toxicity","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Poison Pools</span> last longer.<ul><li class=\"mod\"><span class=\"standout\">Pool Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Piercing Debris","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has increased critical strike chance and critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Strike Multiplier</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Poison Pools","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Acid Flask leaves behind a <span class=\"standout\">Poison Pool</span> for 4 seconds that poison enemies that stand in it and adds a 2 second cooldown per flask thrown.  You can have a maximum of 4 <span class=\"standout\">Poison Pools</span> active at once.<ul><li class=\"mod\"><span class=\"standout\">Poison Pool Duration</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+2</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Quick Draw","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has increased throwing speed.<ul><li class=\"mod\"><span class=\"standout\">Throwing Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Smoulder","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Converts Armor Shred from all sources that Acid Flask would apply to Fire Resistance Shred.<ul><li class=\"mod\"><span class=\"standout\">Armor -> Fire Res Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Splash Zone","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Tempered Glass","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Acid Flask has a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Acid Flask","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Toxic Salvo","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you directly use Acid Flask, you now throw 3 Acid Flasks in a line, but Acid Flask costs more mana.  Enemies can only be hit by one flask per throw.<ul><li class=\"mod\"><span class=\"standout\">Extra Flasks</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Acidulous Mixture","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Ballista has a chance to slow enemies.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Agile Engineering","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Ballista takes less time to place and has increased attack speed based on your Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Placement Speed per Dexterity</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed per 5 Dexterity</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Armed Construction","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Ballista now also explodes when it expires or is destroyed. This explosion deals more damage (multiplicative with other modifiers) and hits enemies in a larger area based on your Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Ballista Explodes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">More Damage per Dexterity</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Area per Dexterity</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ballista","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Summons a ballista that fires bolts at nearby enemies.<ul></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Bodkin Bolts","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Ballista bolts pierces enemies (continue through targets they hit).<ul><li class=\"mod\"><span class=\"standout\">Enemies Pierced</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Bolt Rain","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Ballista has a chance to shoot extra projectiles.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles Chance</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Care Package","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Ballistae which have hit an enemy have a chance to drop a potion when destroyed, based on the time they existed.<ul><li class=\"mod\"><span class=\"standout\">Potion Drop Chance Per Second</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Contaminating Shots","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Your ailment modifiers also apply to your Ballista, but at a reduced ratio.<ul><li class=\"mod\"><span class=\"standout\">Ailment Stat Ratio</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Efficient Construction","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Ballista costs significantly less mana, but has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-25% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val negative\">-20% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Elixir of Construction","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Ballista deals more damage (multiplicative with other modifiers) if constructed within 4 seconds of using a potion.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Explosive Delivery","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Ballista&#039;s bolts now explode on hit dealing fire damage in an area, but has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Exploding Bolts</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Less Attack Speed</span> <span class=\"val negative\">-40%</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flaming Shots","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Ballista bolts are lit on fire dealing additional fire damage and have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Frigid Barrage","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The explosion&#039;s base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. The explosion also has a chance to freeze enemies.  Ignite chance from inside this skill tree is converted to chill chance.<ul><li class=\"mod\"><span class=\"standout\">Fire Explosion -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">80</span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Chill Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Harpoon Shot","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Every 5 seconds Ballista shoots a <span class=\"standout\">Harpoon Shot</span>, that sticks into an enemy and pulls them towards the Ballista.<ul><li class=\"mod\"><span class=\"standout\">Pulls Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Heavy Bolts","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Ballista deals more damage (multiplicative with other modifiers), but has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Less Attack Speed</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Light Bolts","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Ballista has more attack speed (multiplicative with other modifiers), but deals less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Attack Speed</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Perfect Aim","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Your critical strike chance and critical strike multipliers also apply to your Ballista, but at a reduced ratio.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance Stat Ratio</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Strike Multiplier Stat Ratio</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Practical Build","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Ballista deals more damage (multiplicative with other modifiers) and has more attack speed (multiplicative with other modifiers), but has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">More Attack Speed</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val negative\">-25%</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Quickload","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Ballista gains increased attack speed with each hit.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed Per Hit</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Rapid Fire","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Ballista has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Serrated Edges","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Ballista has a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shared Enhancements","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Your damage modifiers also apply to your Ballista, but at a reduced ratio.<ul><li class=\"mod\"><span class=\"standout\">Damage Stat Ratio</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sharpened Tips","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Improves Ballista&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shields Up","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Ballista now has shields in front of it.<ul><li class=\"mod\"><span class=\"standout\">Shields Health</span> <span class=\"val\">300</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Siege Commander","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Your Ballistae gain <span class=\"standout\">Frenzy</span> while you are standing near them.<ul><li class=\"mod\"><span class=\"standout\">Ballistae Gain Frenzy</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sturdy Foundation","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Ballista has more health and lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Tainted Ammunition","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Hitting your Ballista with <span class=\"standout\">Acid Flask</span> gives it a chance to poison enemies and more poison damage (multiplicative with other modifiers).  If <span class=\"standout\">Acid Flask</span> damage is converted to fire, this is instead ignite chance and more fire damage.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance From Acid Flask</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Damage With Acid Flask</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Tripwire","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you construct a second ballista a tripwire is created between it and the existing ballista. Enemies that cross the tripwire cause both ballistae to explode.<ul><li class=\"mod\"><span class=\"standout\">Tripwire Between Ballistae</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Twinned Bolts","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Ballista has a chance to fire twice in quick succession.<ul><li class=\"mod\"><span class=\"standout\">Double Shot Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ballista","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Wide Protection","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Ballista shields are wider.<ul><li class=\"mod\"><span class=\"standout\">Shields Width</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Alloy Animation","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bladestorms have more movement speed (multiplicative with other modifiers), and multiple Bladestorms can now hit the same target simultaneously.  Bladestorm has increased mana cost and duration. Your maximum number of Bladestorms is reduced.<ul><li class=\"mod\"><span class=\"standout\">Bladestorm Movement Speed</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Bladestorms Can Hit Same Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bladestorm Duration</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Max Bladestorms</span> <span class=\"val negative\">-1</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Armed Response","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You and allies hit by <span class=\"standout\">Blade Detonation</span> gain Haste for a duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blade Detonation","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When your Bladestorms collide, they are destroyed and each cause a <span class=\"standout\">Blade Detonation</span>.<ul><li class=\"mod\"><span class=\"standout\">Blade Detonation when Bladestorms Collide</span> <span class=\"val\"></span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blade Frenzy","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Each Bladestorm created grants stacks of <span class=\"standout\">Blade Frenzy</span>. Your next direct cast of Shurikens or Umbral Blades consumes all stacks to gain additional throwing damage and projectiles thrown per stack.<ul><li class=\"mod\"><span class=\"standout\">Blade Frenzy Stacks Gained per Bladestorm Created</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Throwing Damage per Blade Frenzy</span> <span class=\"val\">+8</span></li><li class=\"mod\"><span class=\"standout\">Additional Projectiles per Blade Frenzy</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Max Blade Frenzy Stacks</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Efficient Manufacturing","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Bladestorms have an increased duration and lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flay","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Throw spinning blades towards the target location where they will hit nearby enemies 3 times per second.   Bladestorms last 4 seconds. You can have a maximum of 3 Bladestorms active at once, but each enemy can only take damage from one at a time.<ul></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Frostblade","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bladestorm&#039;s base physical damage is converted to cold. Consequently this damage scales with increases to cold, but not increases to physical damage.  Bleed chance and poison chance from all sources is converted to frostbite chance.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed and Poison -> Frostbite Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">60</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Heavy Weapon","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Bladestorm deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"High Carbon Steel","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Bladestorms have a chance to shred armor on hit.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hurricane","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bladestorms have increased movement speed based on your dexterity.<ul><li class=\"mod\"><span class=\"standout\">Bladestorm Movement Speed per 1 Dexterity</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lingering Fragments","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blade Detonations</span> create <span class=\"standout\">Caltrops</span> in the area. This effect can occur a limited number of times per 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Blade Shatters Create Caltrops</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit per 2 Seconds</span> <span class=\"val\">4 per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Longsword Slash","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Bladestorm has increased area and increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Low Slash","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Bladestorm has a chance to slow enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+34% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Magnetic Grip","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bladestorm slowly seeks out enemies.<ul><li class=\"mod\"><span class=\"standout\">Homing Bladestorm</span> <span class=\"val\"></span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Momentum","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Bladestorms gain more movement speed (multiplicative with other modifiers) for 1 second if you <span class=\"standout\">Shift</span> through any part of the Bladestorm.<ul><li class=\"mod\"><span class=\"standout\">Bladestorm Movement Speed</span> <span class=\"val\">+150% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Nightblade","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Bladestorm has a chance on hit to inflict <span class=\"standout\">Shadow Daggers</span>. This chance is doubled if the enemy is inside a <span class=\"standout\">Smoke Bomb</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Daggers Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Open the Armory","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Bladestorm has additional critical strike chance per equipped dagger, chance to inflict bleed on hit per equipped one handed sword, and additional critical strike multiplier with a two handed sword.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance per Dagger</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance per One Handed Sword</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier with Two Handed Sword</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Razorain","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Directly casting Bladestorm throws up to your maximum number of Bladestorms in a spread in front of you, but Bladestorm has additional mana cost.<ul><li class=\"mod\"><span class=\"standout\">Throws Maximum Bladestorms</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Recovered Fragments","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You gain mana each time you are hit by one of your own <span class=\"standout\">Blade Detonations</span>.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain When Hit By Blade Shatter</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sawtooth Blade","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Bladestorm has a chance to inflict bleed on hit.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadowstorm","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bladestorms hit by <span class=\"standout\">Shadow Cascade</span> will instantly hit enemies in their area.<ul><li class=\"mod\"><span class=\"standout\">Bladestorms Instantly Hit when Hit by Shadow Cascade</span> <span class=\"val\"></span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shattering","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Acid Flasks</span> which explode inside a Bladestorm deal more damage and have more radius (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Acid Flask Radius</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Acid Flask Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shuriken Storm","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bladestorms repeatedly cast <span class=\"standout\">Shurikens</span> at enemies within 10 meters of them, consuming 4 mana or Shurikens&#039;s mana cost, whichever is higher. This effect is only active while you are above half mana.<ul><li class=\"mod\"><span class=\"standout\">Bladestorms Shurikens Interval (seconds)</span> <span class=\"val\">1.5</span></li><li class=\"mod\"><span class=\"val negative\">Only Active While Above 50% Mana</span></li><li class=\"mod\"><span class=\"standout\">Minimum Mana Consumed</span> <span class=\"val negative\">4</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Slagstorm","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Each <span class=\"standout\">Umbral Blade</span> thrown into a Bladestorm is destroyed upon landing to grant the Bladestorm more damage and radius (both multiplicative with other modifiers) for 4 seconds, up to 40 stacks.<ul><li class=\"mod\"><span class=\"standout\">Damage per Umbral Blade</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Radius per Umbral Blade</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Steelshaper's Grit","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Bladestorm has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Strength of Arms","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Bladestorm has increased area with a two handed melee weapon or bow equipped.  Bladestorm has increased hit rate while dual wielding.<ul><li class=\"mod\"><span class=\"standout\">Area with Two Handed Melee Weapon or Bow</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Rate while Dual Wielding</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Surge of Steel","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Bladestorms cast <span class=\"standout\">Shurikens</span> with increased frequency.<ul><li class=\"mod\"><span class=\"standout\">Shurikens Frequency</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Tempered Steel","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Bladestorm deals more hit damage (multiplicative with other modifiers) and has a lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Bladestorm","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Toxin Dipped","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bleed chance from all sources is converted to poison chance for Bladestorm.  This node has no effect if <span class=\"standout\">Frostblade</span> is allocated.<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Conversion</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blast Wave","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Cinder Strike&#039;s first attack deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">First Attack Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">First Attack Increased Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cauterize","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Cinder Strike deals more critical strike damage. This bonus is doubled for the first attack.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">First Attack Critical Multiplier</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cinder Strike","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">A combo ability with three attacks. The first attack also creates a fiery explosion, damaging nearby enemies.  Can be used with a bow or melee weapon.<ul></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Coated Darts","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Oil Coating</span> now also grants additional throwing fire damage.<ul><li class=\"mod\"><span class=\"standout\">Throwing Fire Damage</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Combustible","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">If you have at least 3 stacks of <span class=\"standout\">Oil Coating</span> you are granted additional fire penetration.  This effect is doubled for ignites inflicted by Cinder Strike.<ul><li class=\"mod\"><span class=\"standout\">Fire Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled for ignite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Eagerness","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Cinder Strike&#039;s second and third attacks have increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Elemental Vulnerability","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Oil Coating</span> now grants you increased elemental damage rather than just fire damage.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Elemental Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Elusive","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You have additional chance to dodge and additional fire resistance per stack of <span class=\"standout\">Oil Coating</span>.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+10 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Resistance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Explosive Impact","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Volatile Flask</span> deals more explosion damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Explosive Lash","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Cinder Strike has a chance to cause an explosion on kill. This counts as a <span class=\"standout\">Volatile Flask</span> explosion.<ul><li class=\"mod\"><span class=\"standout\">Explosion On Kill Chance</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Fire Eater","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Oil Coating</span> is limited to 5 stacks. If you would gain another stack you instead regain health and mana.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">+6 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Fire Walker","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Cinder Strike deals increased fire damage over time per point of Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage Over Time per Dex</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Firebreathing","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now also throw 5 <span class=\"standout\">Burning Daggers</span> in a cone in front of you on Cinder Strike&#039;s first attack.<ul><li class=\"mod\"><span class=\"standout\">Burning Daggers Cone On First Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flame Alchemist","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">When you use Cinder Strike and hit with its first attack it has a chance to throw a <span class=\"standout\">Volatile Flask</span> at a nearby target.<ul><li class=\"mod\"><span class=\"standout\">Volatile Flask Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flaming Fury","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Burning Daggers</span> from all sources deal more damage (multiplicative with other modifiers), and Burning Daggers from <span class=\"standout\">Molten Arsenal</span> consume less mana.<ul><li class=\"mod\"><span class=\"standout\">Burning Dagger Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flammable Toxins","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Poison chance from all sources is converted to ignite chance for Cinder Strike.<ul><li class=\"mod\"><span class=\"standout\">Poison -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ignition","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Cinder Strike has a chance to ignite enemies and ignites inflicted by the first attack have increased duration.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">First Attack Ignite Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Incinerate","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Cinder Strike hits deals additional fire damage for each ignited enemy you have hit recently up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+3 per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Bonus Fire Damage</span> <span class=\"val\">9 per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Inferno","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Cinder Strike deals more damage (multiplicative with other modifiers and its hits deal additional fire damage.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Hit Damage</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Kindling","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Cinder Strike has a chance to shred enemy fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Fire Res Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Molten Arsenal","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If you use and hit at least one enemy with Cinder Strike it consumes 8 mana granting you a <span class=\"standout\">Burning Dagger</span> that circles you for a second before launching at the nearest enemy.<ul><li class=\"mod\"><span class=\"standout\">Burning Dagger On Use</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Oil Coating","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">If you use and hit at least one enemy with Cinder Strike you are granted <span class=\"standout\">Oil Coating</span> granting you increased fire damage. This effect can stack and lasts 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Oil Coating On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire Damage Per Stack</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Overexertion","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Cinder Strike now only has the first attack and it deals more damage (multiplicative with other modifiers), but costs significantly more mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"val negative\">Only First Strike</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Pocket Sand","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Blind chance from all sources is converted to <span class=\"standout\">Critical Vulnerability</span> chance for Cinder Strike.<ul><li class=\"mod\"><span class=\"standout\">Blind -> Critical Vulnerability Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Searing Blows","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Cinder Strike&#039;s first attack has more critical strike chance (multiplicative with other modifiers) per stack of ignite on the target up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance</span> <span class=\"val\">3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Crit Chance Bonus</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Soot and Ash","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Cinder Strike has a chance to blind enemies while using a bow and a chance to apply <span class=\"standout\">Frailty</span> to enemies while using a melee weapon.<ul><li class=\"mod\"><span class=\"standout\">Chance to Blind with Bow</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Frailty Chance with Melee</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Tireless","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Cinder Strike costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Cinder Strike","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Umbral Conflagration","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">All your <span class=\"standout\">Shadows</span> now also throw 5 <span class=\"standout\">Burning Daggers</span> in a cone in front of them when you do. This consumes all active <span class=\"standout\">Shadows</span>.<ul><li class=\"mod\"><span class=\"standout\">Burning Daggers Cone From Shadows</span> <span class=\"val\"></span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Acid Fumes","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Small explosions are replaced by Acid Flask detonations. The final explosion is replaced by three Acid Flasks ejected from the decoy. <span class=\"standout\">On Fire</span> now inflicts poison instead of ignite.<ul><li class=\"mod\"><span class=\"standout\">Ignite -> Poison Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Explosions Replaced by Acid Flasks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ambush","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When the decoy expires, for the next 4 seconds you have additional critical strike multiplier equal to your dodge chance while the decoy was active.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier Per Dodge Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Backup Buddy","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Decoy can store an additional charge.<ul><li class=\"mod\"><span class=\"standout\">Maximum Decoy Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Boom","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Decoy&#039;s final explosion deals more damage (multiplicative with other modifiers) and explodes in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Final Explosion Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Final Explosion Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Burning Oil","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Decoy&#039;s final explosion ignites enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Stacks Applied</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Decoy","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Throw a device to create a Decoy that taunts enemies around it for 2.5 seconds before exploding.<ul></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ear Shatter","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Sonic Wave</span> inflicts additional stacks of armor shred, and armor shred it applies lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks Applied</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Armour Shred Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Efficient Construction","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Decoy costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Embedded Spikes","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Decoy reflects a percentage of damage to attackers.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Excessive Explosives","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">All explosions from Decoy deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">All Explosion Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Explosive Charges","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Decoy has a chance to cause a small explosion when hit, up to a maximum of 2 explosions.<ul><li class=\"mod\"><span class=\"standout\">Small Explosion Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Freezing Blast","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">All explosions have a higher chance to freeze enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Frostfire Powder","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">All explosions&#039; base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Explosions also gain a base freeze rate.  Ignite chance from all sources is converted to chill chance and effects related to ignite now depend on chill instead.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Chill Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">60</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Grand Diversion","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Throw additional Decoys near the target location. Decoy location is slightly randomised.<ul><li class=\"mod\"><span class=\"standout\">Extra Decoys Thrown</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Harrowing Noise","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Sonic Wave</span> Fears enemies for a duration.<ul><li class=\"mod\"><span class=\"standout\">Fear Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Into the Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">You have additional dodge chance while the decoy exists.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating With Active Decoy</span> <span class=\"val\">+50 per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Kelthan Oil","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The Decoy has increased ignite frequency.<ul><li class=\"mod\"><span class=\"standout\">Ignite Frequency</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lasting Presence","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Decoy lasts longer, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Final Explosion Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Meticulous Construction","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Decoy&#039;s final explosion deals more damage (multiplicative with other modifiers), but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Final Explosion Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"On Fire","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The Decoy is on fire and ignites nearby enemies each second, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Ignites Nearby Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Remote Detonator","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Decoy becomes a combo ability. The first cast creates the decoy, and the second detonates it. The remote detonation costs mana.  Has no effect if Decoy has additional charges.<ul><li class=\"mod\"><span class=\"standout\">Remote Detonation</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Detonation Mana Cost</span> <span class=\"val negative\">40</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Rewired Detonator","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Detonation costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Detonation Mana Cost</span> <span class=\"val\">-25% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Short Fuse","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Decoy&#039;s final explosion deals more damage (multiplicative with other modifiers), but Decoy has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Final Explosion Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-15% per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shrouded Core","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Decoy leaves a <span class=\"standout\">Shadow</span> in its place after detonating.<ul><li class=\"mod\"><span class=\"standout\">Shadow Created</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sonic Detonation","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">The Decoy emits a <span class=\"standout\">Sonic Wave</span> when it appears, inflicting <span class=\"standout\">Frailty</span> and armor shred to nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Frailty Stacks Applied</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sound of Flames","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Sonic Wave</span> inflicts fire resistance shred instead of armour shred.  If you have taken <span class=\"standout\">Frostfire Powder</span> it instead inflicts cold resistance shred.<ul><li class=\"mod\"><span class=\"standout\">Armor -> Fire Res Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Stuffed","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Decoy can cause additional small explosions.<ul><li class=\"mod\"><span class=\"standout\">Max Small Explosions</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Decoy","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Warning Sound","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Sonic Wave</span> grants <span class=\"standout\">Haste</span> to you and your allies hit for a duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Accelerating Impact","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Flurry deals more damage (multiplicative with other modifiers) for each second channelled up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Second</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">15%</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Adrenaline Rush","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Flurry strikes have a chance to grant you <span class=\"standout\">Adrenaline Rush</span>, granting Flurry 5% more damage (multiplicative with other modifiers) and 5% increased attack speed. This lasts for 4 seconds, can stack up to 4 times.<ul><li class=\"mod\"><span class=\"standout\">Adrenaline Rush Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Adrenaline Rush Duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Adrenaline Rush Max Stacks</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Alacrity","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Flurry has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Arrow Storm","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If you are using a bow you fire arrows faster, but they are less accurate.<ul><li class=\"mod\"><span class=\"standout\">Arrow Frequency</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"val negative\">Arrows Are Inaccurate</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Billowing Waves","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">The <span class=\"standout\">Force Waves</span> travel further.<ul><li class=\"mod\"><span class=\"standout\">Wave Range</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blood Revelry","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Flurry leeches a portion of the damage it deals as health.<ul><li class=\"mod\"><span class=\"standout\">First Strike Leech</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Second Strike Leech</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Third Strike Leech</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Bloodplay","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Adrenaline Rush</span> grants a chance to inflict bleed on hit.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Boundless Blows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Flurry is now a channelled ability that costs mana per second to maintain.<ul><li class=\"mod\"><span class=\"standout\">Channelled Flurry</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">13</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Compounding Toxin","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Poison inflicted by Flurry has additional Poison Penetration.<ul><li class=\"mod\"><span class=\"standout\">Poison Penetration with Poison</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Crescendo","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Flurry&#039;s first and second strike deal less damage (multiplicative with other modifiers), but the third strike deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Third Strike Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">First Strike Damage</span> <span class=\"val negative\">-5% per point</span></li><li class=\"mod\"><span class=\"standout\">Second Strike Damage</span> <span class=\"val negative\">-5% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Deep Strikes","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Flurry deals more damage (multiplicative with other modifers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flurry","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">A bow or melee attack that performs 3 rapid strikes. The last strike can be cancelled by moving.<ul></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Fusillade","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If you are using a bow, every 6th arrow is replaced with <span class=\"standout\">Multishot</span>.<ul><li class=\"mod\"><span class=\"standout\">Multishot Every 6th Arrow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val negative\">+8</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Giant Slayer","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Eack stack of <span class=\"standout\">Adrenaline Rush</span> grants Flurry more hit damage against bosses and rare enemies.<ul><li class=\"mod\"><span class=\"standout\">More Damage to Bosses per Stack</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hamstring","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Flurry&#039;s third strike Slows enemies hit.<ul><li class=\"mod\"><span class=\"standout\">Third Strike Chance to Slow</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Incision","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Flurry critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Multiplier</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Inexhaustible","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Adrenaline Rush</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Kineticism","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Enemies killed by Flurry have a chance to release a <span class=\"standout\">Kinetic Burst</span> around the target, dealing physical damage.<ul><li class=\"mod\"><span class=\"standout\">Chance for Kinetic Burst on Kill</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lethal Vector","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Damaging ailments inflicted by Flurry deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Pavise","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You have additional physical and elemental resistances while channelling Flurry.<ul><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Precision","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Improves Flurry&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Strike Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Relentless","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You have increased attack speed for each hit you dealt with your previous flurry, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed per Hit</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Attack Speed</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Reopened Wounds","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Bleed inflicted by Flurry has additional Physical Penetration.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sap Willpower","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Flurry grants mana when hitting at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Second Wind","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Flurry grants health when hitting at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shockwave","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If you are using a melee weapon Flurry now causes <span class=\"standout\">Force Waves</span> to blast forward with each strike, dealing melee physical damage.<ul><li class=\"mod\"><span class=\"standout\">Force Wave On Use</span> <span class=\"val\"></span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Stolen Endurance","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Critical strikes restore health. The amount of health gained is increased by Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Heal On Crit</span> <span class=\"val\">5 per point</span></li><li class=\"mod\"><span class=\"standout\">Healing Per Dexterity</span> <span class=\"val\">4%</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Strained Reflexes","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Adrenaline Rush</span> can have multiple stacks.<ul><li class=\"mod\"><span class=\"standout\">Maximum Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Flurry","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Vile Tactics","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Flurry&#039;s first strike has a chance to inflict poison. Flurry&#039;s second strike has a chance to cause bleed. Flurry&#039;s third strike has a chance to shred physical and poison resistance.<ul><li class=\"mod\"><span class=\"standout\">First Strike Poison Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Second Strike Bleed Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Third Strike Poison Res Shred Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Third Strike Physical Res Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Bloodthirst","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Directly using Puncture and hitting at least one enemy grants you <span class=\"standout\">Bleeding Fury</span>, a buff that grants bleed chance and stacks up to 3 times. Each stack falls off after 3 seconds of not attacking.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleeding Fury Max Stacks</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Bleeding Fury Duration (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cadence of Death","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Every third Puncture deals more damage (multiplicative with other modifiers), and if it is a melee attack it has increased area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cross Forward","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">When used with a melee weapon Puncture has increased range.<ul><li class=\"mod\"><span class=\"standout\">Melee Range</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Death's Imprint","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Puncture has a chance to apply a <span class=\"standout\">Shadow Dagger</span> on hit.  This chance is doubled when you directly use Puncture.<ul><li class=\"mod\"><span class=\"standout\">Shadow Dagger Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Chance On Direct Use</span> <span class=\"val\"></span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Debilitation","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Puncture hits deal more damage (multiplicative with other modifiers) per unique negative ailment on the target.<ul><li class=\"mod\"><span class=\"standout\">Maximum Ailments Counted</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage Per Negative Ailment</span> <span class=\"val\">+7%</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Efficacious Toxin","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Puncture has a chance to apply <span class=\"standout\">Efficacious Toxin</span> on hit, causing them to take increased damage over time.<ul><li class=\"mod\"><span class=\"standout\">Efficacious Toxin Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hunger","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Bleeding Fury</span> can have more maximum stacks.<ul><li class=\"mod\"><span class=\"standout\">Bleeding Fury Max Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Inescapable","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Puncture deals more hit damage (multiplicative with other modifiers) per stack of slow on the target.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Mind Piercer","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Directly using Puncture and hitting at least one enemy restores mana. Puncture also has physical penetration based on your maximum mana.<ul><li class=\"mod\"><span class=\"standout\">Mana on Hit</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration Per 15 Maximum Mana</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Mutilate","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Instead of applying bleed, the greater Puncture consumes all stacks of bleed on the target, causing them to deal damage immediately and restoring health per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Health Per Stack Consumed</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Stacks Consumed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed Stacks Deal Damage Instantly</span> <span class=\"val\"></span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Night's Descent","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If you use Puncture with a bow while you have a <span class=\"standout\">Black Arrow</span>, Puncture charges 100% faster and blinds on hit.<ul><li class=\"mod\"><span class=\"standout\">Charge Speed</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Blinds on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Penumbral Ambush","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Directly using Puncture causes several <span class=\"standout\">Mirages</span> to briefly appear at either side of you, attacking in the same direction as you.<ul><li class=\"mod\"><span class=\"standout\">Mirages Created</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Perforate","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Puncture has a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Press The Attack","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Attacking with Puncture and hitting at least one enemy grants <span class=\"standout\">Frenzy</span> for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Puncture","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">An extended melee stab or piercing bow attack that has a 30% chance to inflict bleed on hit. Bleeds inflicted by puncture have 30% increased duration.<ul></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Rapid Strikes","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Every 4 seconds your first few direct uses of Puncture are rapid strikes, which have increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Maximum Rapid Strikes every 4 seconds</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Rapid Strike Attack Speed</span> <span class=\"val\">+150%</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Redouble","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">When used with a bow, Puncture deals more hit damage (multiplicative with other modifiers) per enemy pierced.<ul><li class=\"mod\"><span class=\"standout\">Bow Hit Damage Per Pierce</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sanguine Obsession","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Converts poison chance from all sources to bleed chance.  This has no effect if you have <span class=\"standout\">Scalebane</span>.<ul><li class=\"mod\"><span class=\"standout\">Poison -> Bleed Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Scalebane","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Converts bleed chance from all sources to poison chance. Converts physical resistance shred from all sources to poison resistance shred. Poison applied by Puncture has increased duration.<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical -> Poison Shred Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sealed Fate","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Every 10 seconds, your next Puncture <span class=\"standout\">Immobilizes</span> enemies on hit, causing them to be unable to move for 1 second.<ul><li class=\"mod\"><span class=\"standout\">Immobilize on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Seized Prey","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Puncture hits deal more damage against slowed and <span class=\"standout\">Immobilized</span> targets (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Slowed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage Against Immobilized</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shatter","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Puncture has a chance to shred enemy armor.   Armor Shred applied by Puncture has increased effect.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Armour Shred Effect</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Splinter","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Puncture has a chance to shred enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Stay of Execution","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Puncture can be charged up, causing Puncture with a melee weapon to deal damage in a larger area and causes Puncture with a bow to deal more damage (multiplicative with other modifiers) per second charged.  After 1 second it releases automatically.<ul><li class=\"mod\"><span class=\"standout\">Melee Range Per Second Charged</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Bow Damage Per Second Charged</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Thrill of Anticipation","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Puncture deals more damage (multiplicative with other modifiers) per second charged.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Second Charged</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Timing","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Puncture deals more damage (multiplicative with other modifiers), but has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-3% per point</span></li></ul>"},{"skill":"Puncture","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Toxic Delivery","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Puncture has a chance to poison on hit.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Betrayal of Flesh","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The manifested shadow chooses a random enemy to dash toward, ignoring your targeted direction. It can target enemies that are further away.<ul><li class=\"mod\"><span class=\"standout\">Shadows Choose Random Targets</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shadow Target Acquisition Distance</span> <span class=\"val\">+40%</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Breaking Force","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Rend has increased melee area for the shadow&#039;s attack.  The shadow&#039;s attack has a chance to shred armor on hit, doubled with a bow.<ul><li class=\"mod\"><span class=\"standout\">Melee Area for Shadow Attack</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Chance for Shadow Attack, Doubled with Bow</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Dark Cloak","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You have a chance to gain a stack of <span class=\"standout\">Dusk Shroud</span> when you directly use Shadow Rend and hit at least one enemy with the shadow&#039;s attack.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Darkened Blood","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bleed chance from all sources is converted to poison chance for Shadow Rend.  Shadow Rend deals more hit damage (multiplicative with other modifiers) per poison on the enemy, up to 30.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance -> Poison Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Hit Damage per Poison, up to 30</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Dusklight","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Rend&#039;s base physical damage is converted to lightning damage. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage -> Lightning Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Energy Flow","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Rend has increased attack speed and a lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Eternal Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Rend has additional critical strike multiplier, and additional chance to blind enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Exposed Weakness","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Rend has additional physical penetration per unique negative ailment on the enemy, up to 5.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration per Unique Negative Ailment</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Unique Negative Ailments Considered</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flay","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Perform a short dash attack and manifest a shadow at your previous position, which will perform a sweeping melee attack or piercing bow attack for you after a short delay.  The shadow will persist afterwards for up to 5 seconds. Shadows will imitate your next direct use of Shadow Cascade, Shurikens, Umbral Blades, Explosive Trap, or Acid Flask. Shadows can also imitate indirect uses of Shadow Cascade. Up to 3 shadows can be active at once.<ul></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flourish","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Rend has an additional charge.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Gathered Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">For every <span class=\"standout\">Dusk Shroud</span> on you up to 20, the shadow&#039;s attack deals more damage (multiplicative with other modifiers) and grants ward if it hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Damage per Dusk Shroud</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain per Dusk Shroud</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Max Dusk Shrouds Considered</span> <span class=\"val\">20</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ghastly Wounds","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Rend has a chance to inflict frailty and slow on hit.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+34# per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ghost Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Directly using Shadow Rend and hitting at least one enemy with the shadow&#039;s attack grants stacks of <span class=\"standout\">Ghost Blades</span>, up to 9. Stacks of Ghost Blades are consumed 3 times per second while moving to throw a Ghost Blade at a nearby enemy.<ul><li class=\"mod\"><span class=\"standout\">Ghost Blades Stacks Gained</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Max Ghost Blades Stacks</span> <span class=\"val\">9</span></li><li class=\"mod\"><span class=\"standout\">Ghost Blade Stacks Consumed per Second While Moving</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Heavy Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Rend deals more damage, but has less attack speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-3% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hidden Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The shadow&#039;s attack has a chance to inflict Shadow Daggers on hit.<ul><li class=\"mod\"><span class=\"standout\">Shadow Daggers Chance for Shadow Attack</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hidden Strength","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Directly using Shadow Rend consumes all shadows. It restores mana if you consume at least 1 shadow.  For each shadow consumed after the first, it gains more damage and more melee area (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Restored from First Shadow Consumed</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage from Subsequent Shadows Consumed</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Area from Subsequent Shadows Consumed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Illumination","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Rend has additional chance to shock enemies on hit, and it has additional critical strike multiplier per shock on the enemy.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier per Shock</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Intensity","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Rend deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Jagged Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Rend has additional chance to inflict bleed on hit, doubled for the shadow&#039;s attack.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance, Doubled for Shadow Attack</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Loose Pockets","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You have a chance to throw <span class=\"standout\">Shurikens</span> or <span class=\"standout\">Umbral Blades</span> at a nearby enemy when you jump and when you land, consuming 70% of the skill&#039;s mana cost each time.  The skill chosen is your most recently directly used skill among them, or else random.<ul><li class=\"mod\"><span class=\"standout\">Chance to Throw Shurikens or Umbral Blades on Leap</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to Throw Shurikens or Umbral Blades on Land</span> <span class=\"val\">50% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Consumption Percentage</span> <span class=\"val\">70%</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Moon Frenzy","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Directly using Shadow Rend grants Frenzy for a duration, and Shadow Rend deals more damage (multiplicative with other modifiers) while you have frenzy.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage with Frenzy</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Night's Approach","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Rend no longer moves you. The manifested shadow dashes forward 5 meters in the targeted direction before attacking, and will choose a target within range upon arriving.<ul><li class=\"mod\"><span class=\"standout\">Shadows Dash Forwards</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shadow Rend Movement Removed</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Precision","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Rend has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Pursuit","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Rend deals more bow damage to damaged enemies. When used with a bow, Shadow Rend moves you forwards instead of backwards.<ul><li class=\"mod\"><span class=\"standout\">Bow Damage to Damaged Enemies</span> <span class=\"val\">+6%</span></li><li class=\"mod\"><span class=\"standout\">Moves Forward with a Bow</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Reconstitution","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Each shadow consumed by <span class=\"standout\">Shadow Massacre</span> or <span class=\"standout\">Hidden Strength</span> restores health based on your dexterity.<ul><li class=\"mod\"><span class=\"standout\">Health Gain per 2 Dexterity</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadow Massacre","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Directly using Shadow Rend consumes existing shadows to make them imitate Multishot or Shadow Cascade, depending on your equipped weapon type. Each Shadow Cascade or Multishot imitated consumes mana.  This node has no effect if <span class=\"standout\">Hidden Strength</span> is allocated.<ul><li class=\"mod\"><span class=\"standout\">Shadows Imitate Multishot with a Bow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shadows Imitate Shadow Cascade with a Melee Weapon</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">5</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadow Rush","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Rend is now a traversal skill. You dash up to 7 meters forward after manifesting the shadow.  Shadow Rend deals more damage (multiplicative with other modifiers) and has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadow Sequence","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Traversal skills consume all stacks of <span class=\"standout\">Ghost Blades</span> over the course of their duration.<ul><li class=\"mod\"><span class=\"standout\">All Ghost Blades Stacks Consumed on Traversal</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sinister Plan","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">While you are inside your <span class=\"standout\">Smoke Bomb</span>, Shadow Rend has increased attack speed and a lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed in Smoke Bomb</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost in Smoke Bomb</span> <span class=\"val\">-5 per point</span></li></ul>"},{"skill":"Shadow Rend","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Unending Twilight","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadows consumed by <span class=\"standout\">Shadow Massacre</span> have a chance to manifest a new shadow afterwards, based on their distance from you. Maximum effect is reached for shadows that are at least 6 meters away.<ul><li class=\"mod\"><span class=\"standout\">Max Shadow Resummon Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Distance For Max Chance (meters)</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Arrival Gift","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You have a chance to drop an <span class=\"standout\">Acid Flask</span> on arrival.<ul><li class=\"mod\"><span class=\"standout\">Acid Flask On Arrival Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Braskula's Hesitation","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">You deal more damage (multiplicative with other modifiers) with your next damaging non-channelled skill after Shifting, but travel a shorter distance with Shift.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Distance</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Breathing Technique","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Shifting heals you for a portion equal to your Dexterity. The amount of health gained is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Per Point of Dexterity</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Broad Sweep","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Unseen Strike</span> hits in a wider area.<ul><li class=\"mod\"><span class=\"standout\">Unseen Strike Width</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Consumed by Shadow","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Unseen Strike</span> instantly kills enemies that are below a health threshold (a percentage of their maximum health).  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">4% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Critical Opening","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The next damaging non-channelled skill you use after Shifting is always a critical strike.<ul><li class=\"mod\"><span class=\"standout\">Always Crit With Next Non-Channelled Skill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Dancing Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">After using Shift you use <span class=\"standout\">Shadow Cascade</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Cascade After Shift</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Deadly Ambush","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You deal more damage (multiplicative with other modifiers) with your next damaging non-channelled skill after Shifting.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Elusive","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">You have additional dodge chance per point of Dexterity for 1 second after Shifting.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating Per Dexterity</span> <span class=\"val\">20 per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Emergency Flask","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shift consumes a health potion on use if you are below 50% health.<ul><li class=\"mod\"><span class=\"standout\">Potion Used Below 50% Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hidden Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Unseen Strike</span> has a chance to inflict <span class=\"standout\">Shadow Dagger</span> to enemies hit.<ul><li class=\"mod\"><span class=\"standout\">Shadow Dagger Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hypovolemia","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You have a chance to cause bleeding with your next damaging non-channelled skill after Shifting.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Jade Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Using Shift grants you <span class=\"standout\">Jade Arrows.</span>   Using a bow attack consumes a <span class=\"standout\">Jade Arrow</span> to have increased critical strike chance and a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Jade Arrow Stacks Granted</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Jade Arrow Increased Critical Strike Chance</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Jade Arrow Poison Chance</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Jagged Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Consuming a <span class=\"standout\">Jade Arrow</span> also causes your next bow attack&#039;s critical strikes to deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Jade Arrow Critical Multiplier</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Jagged Cuts","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">After Shifting your next damaging non-channelled skill has increased bleed duration and bleed it inflicts has additional Physical Penetration.<ul><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lasting Presence","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You leave behind a <span class=\"standout\">Shadow</span> at the place you Shifted from.<ul><li class=\"mod\"><span class=\"standout\">Shadow Created After Shifting</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Low Blow","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Unseen Strike</span> slows enemies it hits.<ul><li class=\"mod\"><span class=\"standout\">Slow Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Molting","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shifting cleanses all negative ailments on you.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Momentum","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">You gain 50% increased movement speed for a brief moment after Shifting.<ul><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">0.5 per point</span></li><li class=\"mod\"><span class=\"standout\">Movement Speed Buff</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Parting Gift","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You have a chance to drop an <span class=\"standout\">Acid Flask</span> on departure.<ul><li class=\"mod\"><span class=\"standout\">Acid Flask On Departure Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Rebound","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If a single hit deals at least 50% of your health, Shift&#039;s cooldown is reset. This can only occur once every 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Resets</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Portion Of Health</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadow Recuperation","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shifting heals you. The amount of health gained is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Amount</span> <span class=\"val\">15 per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadowslip","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You are invulnerable while Shifting.<ul><li class=\"mod\"><span class=\"standout\">Invulnerability While Shifting</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shift","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Dash a short fixed distance in the target direction.<ul></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sleight of Hand","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You throw <span class=\"standout\">Shurikens</span> at nearby enemies after Shifting.<ul><li class=\"mod\"><span class=\"standout\">Shurikens Thrown</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Swift Recovery","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shift restores mana on use. This amount is tripled when below half health.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained Use</span> <span class=\"val\">4 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain Below Half Health</span> <span class=\"val\">12 per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Through the Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When the <span class=\"standout\">Shadow</span> created by Shift is consumed, you return to its location.<ul><li class=\"mod\"><span class=\"standout\">Return To Shadow Location</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Unseen Strike","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If using a melee weapon, when Shifting you perform an <span class=\"standout\">Unseen Strike</span>, hitting enemies along your path.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Along Path</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Vault","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">You travel farther with Shift, but it has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Distance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+10% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Velocity","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shift has a shorter cooldown and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+16% per point</span></li></ul>"},{"skill":"Shift","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Venom Tipped Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Consuming a <span class=\"standout\">Jade Arrow</span> also grants your next bow attack increased damage over time.<ul><li class=\"mod\"><span class=\"standout\">Jade Arrow Damage Over Time</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Abrasive Arsenal","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens have a chance to shred enemy physical and poison resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Shred Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Shred Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Acrobatics","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You backflip away from target direction when you use Shurikens, but it now has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Backflip Away</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Aerodynamic","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shurikens travel faster and farther.  This does not affect <span class=\"standout\">Chakram.</span><ul><li class=\"mod\"><span class=\"standout\">Speed and Range</span> <span class=\"val\">+17% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Alacrity","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Shurikens have increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Behind the Veil","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens have a chance to <span class=\"standout\">Blind</span> enemies.<ul><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blade Shield","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now summon your Shurikens in a shield around you for 3 seconds. All Shurikens cast this way can hit the same target.<ul><li class=\"mod\"><span class=\"standout\">Shurikens Cast Around You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Shurikens Can Hit Same Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Bladed Armor","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">When you directly cast Shurikens you gain a stack of <span class=\"standout\">Bladed Armor</span>, which grants increased armor per stack. Maximum of 3 stacks.<ul><li class=\"mod\"><span class=\"standout\">Armor per Bladed Armor Stack</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Bladed Armor Stacks</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Chakram","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now throw a single returning <span class=\"standout\">Chakram</span> instead of multiple Shurikens.   The Chakram has increased size and deals significantly more damage (multiplicative with other modifiers). This damage modifier is doubled if Chakram is directly used.<ul><li class=\"mod\"><span class=\"standout\">Shurikens -> Chakram</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Size</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Damage, Doubled if Directly Used</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Chakram Returns</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Charged Steel","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens deals additional lightning damage and a percentage of its base physical damage is converted to Lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.  Shurikens gains a <span class=\"standout\">Lightning</span> tag. If all its base damage is converted it loses its <span class=\"standout\">Physical</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Base Damage -> Lightning</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Deadly Aim","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shurikens are now thrown in a straight line and they can hit the same target, but you throw half as many (rounded up).  This has no effect if you have the <span class=\"standout\">Blade Shield</span> node.<ul><li class=\"mod\"><span class=\"standout\">Shurikens In Line</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shurikens Can Hit Same Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Projectiles</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Deep Cuts","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Entry Points","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shurikens hits deal more damage (multiplicative with other modifiers) per stack of bleed or poison on the target up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Per Ailment Stack</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Bonus Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ethereal Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens have a chance to pierce enemies (continue through targets they hit).<ul><li class=\"mod\"><span class=\"standout\">Pierce Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Exuberance","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shurikens have a shorter cooldown and you gain <span class=\"standout\">Haste</span> for a short duration if it hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Fan of Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You throw additional Shurikens with each throw.<ul><li class=\"mod\"><span class=\"standout\">Additonal Shurikens</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Flip of a Coin","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You have a chance to throw many additional Shurikens with each throw.<ul><li class=\"mod\"><span class=\"standout\">Additonal Shurikens</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Additional Shurikens Chance</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Floating Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Blade Shield</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Jagged Edges","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Improves Shurikens&#039; base critical strike chance and Shurikens deals more hit damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Base Critical Strike Chance</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Keen Throw","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Chakram</span> hits deal more damage (multiplicative with other modifiers) for each projectile you would release with Shurikens.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Shuriken</span> <span class=\"val\">+12%</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Massacre","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shurikens&#039; critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Ricochet","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Shurikens ricochets to different targets up to a maximum number of times, but costs more mana.  Pierce chance is converted to additional critical strike multiplier.<ul><li class=\"mod\"><span class=\"standout\">Ricochets</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Pierce Chance -> Critical Multiplier</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+6 per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Scintillant Steel","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shurikens deal more damage (multiplicative with other modifiers), and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shuriken Storm","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shurikens shock enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shurikens","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Throw 3 shurikens in a cone.<ul></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Stagger","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Throw 3 shurikens in a cone.<ul><li class=\"mod\"><span class=\"standout\">Immobilized Duration (seconds)</span> <span class=\"val\">0.5</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Throwing Star","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shurikens are now thrown at enemies all around you rather than in a cone in front of you.<ul><li class=\"mod\"><span class=\"standout\">Shurikens All Around You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Toxic Tips","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens have a chance to poison enemies.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shurikens","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Weighted Projectiles","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shurikens penetrates enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Blood Bandit","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Smoke Blades</span> now also causes melee and throwing attacks to leech a portion of the damage you deal as health.<ul><li class=\"mod\"><span class=\"standout\">Melee Leech</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Throwing Leech</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cleansing Steam","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The initial burst cleanses negative ailments on you.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cleaving Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You use <span class=\"standout\">Shadow Cascade</span> when the smoke cloud ends.<ul><li class=\"mod\"><span class=\"standout\">Shadow Cascade On End</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cloaked Incursion","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You leap to the target location when you use Smoke Bomb, instead of backflipping away.  Smoke Bomb now has a much shorter cooldown, but counts as a <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Leap to Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val\">-50%</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Concealed in Carnage","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You are granted a stack of <span class=\"standout\">Crimson Shroud</span> on kill while inside the smoke cloud, granting you bleed chance and less damage over time taken for 4 seconds. This stacks up to 3 times.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance per Crimson Shroud</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time Taken per Crimson Shroud</span> <span class=\"val\">-5%</span></li><li class=\"mod\"><span class=\"standout\">Max Crimson Shrouds</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Crimson Shroud Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Enfeeblement","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The initial burst applies <span class=\"standout\">Frailty</span> to enemies, causing them to deal less damage.<ul><li class=\"mod\"><span class=\"standout\">Frailty Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Engulfed in Flames","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">The smoke cloud catches fire at the end of its duration, igniting enemies inside the cloud.<ul><li class=\"mod\"><span class=\"standout\">Ignite Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Eroding Fumes","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Applies armor shred to enemies within the smoke cloud each second.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Escape Tactics","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You backflip away from target direction when you use Smoke Bomb. Smoke Bomb now counts as movement skill.  During Smoke Bomb&#039;s movement you are immune to Damage.<ul><li class=\"mod\"><span class=\"standout\">Backflip Away</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Immune during Movement</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Generosity","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">The smoke cloud covers a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hasty Combustion","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Leaving the smoke cloud early causes it to immediately catch fire and end.<ul><li class=\"mod\"><span class=\"standout\">Ignites Early</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hidden Blows","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Puncture</span> and <span class=\"standout\">Shurikens</span> have a chance cause enemies to bleed if used inside the smoke cloud.<ul><li class=\"mod\"><span class=\"standout\">Puncture Bleed Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Shurikens Bleed Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Impending Gloom","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The smoke cloud has a larger area and grows faster.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Growth Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Invigorating Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">The initial burst consumes all <span class=\"standout\">Shadows</span> inside the smoke to grant you and allies health per <span class=\"standout\">Shadow</span> consumed this way.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">100 per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Knives in the Dark","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Smoke Bomb has a chance to inflict a stack of <span class=\"standout\">Shadow Dagger</span> whenever it applies slow.<ul><li class=\"mod\"><span class=\"standout\">Shadow Dagger Chance On Slow</span> <span class=\"val\">35% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lingering Fumes","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">The smoke cloud lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Moonlight Bomb","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">The initial burst grants you a stack of <span class=\"standout\">Silver Shroud</span>, causing you to dodge the next hit and gain ward per stack.<ul><li class=\"mod\"><span class=\"standout\">Silver Shroud Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Next Attack</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ward Gain On Dodge</span> <span class=\"val\">+100</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Purging Fumes","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The initial burst also cleanses negative ailments on allies.<ul><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Rapid Concealment","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The smoke cloud grants stacks of <span class=\"standout\">Dusk Shroud</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Frequency</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Refreshment","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The initial burst consumes all <span class=\"standout\">Shadows</span> inside the smoke to grant you and allies mana per <span class=\"standout\">Shadow</span> consumed this way.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shadow Hunter","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Your bow attacks have improved base critcal strike chance and blind enemies while you are inside the smoke cloud.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Blinds With Bow Attacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shared Concealment","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The smoke cloud now also grants <span class=\"standout\">Dusk Shroud</span> to allies for 2 seconds while inside the smoke cloud.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud To Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shrouded in Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You are granted a stack of <span class=\"standout\">Dusk Shroud</span> each second for 2 seconds while you are in the smoke cloud, granting you glancing blow chance and dodge rating. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Glancing Blow Chance</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+50</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Smoke Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You and allies are granted <span class=\"standout\">Smoke Blades</span> each second for 4 seconds while inside the smoke cloud, granting you additional melee and throwing damage. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Throwing Damage</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Smoke Bomb","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Drop a Smoke Bomb at your feet that blinds enemies and grants you haste while you remain inside it. The Smoke Bomb grows in size over its duration. Lasts 4 seconds.<ul></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Smokescreen Arrow","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">While using a bow you now shoot an arrow that detonates the Smoke Bomb at the target location.<ul><li class=\"mod\"><span class=\"standout\">Targeted Bomb</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Swirling Fog","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Smoke Bomb has a chance to shred enemy armor each second within the smoke cloud.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Frequency</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Frequency</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Thick Smoke","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Applies slow to enemies within the smoke cloud each second.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Toxic Cloud","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Armor shred applied by Smoke Bomb is converted to poison resistance shred.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred -> Poison Res Shred</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Trapped Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Decoys</span> inside the smoke cloud automatically explode when the smoke cloud ends.<ul><li class=\"mod\"><span class=\"standout\">Decoys Explode</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Umbral Assault","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The smoke cloud has a chance to create a <span class=\"standout\">Shadow</span> each second at a random location inside the smoke cloud.<ul><li class=\"mod\"><span class=\"standout\">Shadow Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smoke Bomb","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Venom Infusion","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">You have a chance to poison enemies with bow attacks while inside the smoke cloud.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Backstab","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Recalled blades deal more damage, but blades thrown out deal less damage (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Recalled Blades Damage</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Thrown Blades Damage</span> <span class=\"val negative\">-8% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Bloody Trail","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Recalled blade hits deal more damage (multiplicative with other modifiers) per stack of slow on the target and per bleed on the target, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Recalled Blades Hit Damage Per Slow</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Recalled Blades Hit Damage Per Bleed</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Per Bleed</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Burst of Agony","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">The <span class=\"standout\">Shard Explosion</span> deals damage in a larger area and deals more damage per second the blade has remained on the ground (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Explosion Area Per Second On Ground</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Explosion Damage Per Second On Ground</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Calling Card","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Recalled blades have a chance to create a <span class=\"standout\">Shadow</span> at their position.<ul><li class=\"mod\"><span class=\"standout\">Recalled Blade Shadow Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Coldsnap Strike","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Umbral Blades hits have additional freeze rate and have a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+12 per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Cut and Leave","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Umbral Blades hits have a chance to cause enemies to bleed.   When your blades are recalled you have a chance to gain <span class=\"standout\">Haste</span> for 1 second.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Chance On Recall</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Dawnfall","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">You have a chance to gain <span class=\"standout\">Dusk Shroud</span> when you use Umbral Blades and hit at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Chance On Use</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Duskhunter","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You now throw additional blades with Umbral Blades on the third throw.<ul><li class=\"mod\"><span class=\"standout\">Extra Blades On Throw 3</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Edge of Obscurity","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Umbral Blades deals more damage (multiplicative with other modifiers) per stack of <span class=\"standout\">Dusk Shroud</span> on you, up to 20.   This effect is doubled while inside the area of <span class=\"standout\">Smoke Bomb</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage per Dusk Shroud, up to 20</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Inside Smoke Bomb</span> <span class=\"val\"></span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Emerald Cutlass","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Converts bleed chance from all sources to poison chance for Umbral Blades and effects related to bleed now depend on poison instead.   If you have the <span class=\"standout\">Explosive Blades</span>, the explosion hit poisons enemies, but deals 80% less damage and it no longer deals any fire damage.<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Explosion Hit Damage</span> <span class=\"val\">-80%</span></li><li class=\"mod\"><span class=\"standout\">Explosion Poison Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Explosive Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Blades in the ground now arm after 0.5 seconds, but can no longer be recalled and Umbral Blades has less attack speed (multiplicative with other modifiers). If enemies walk over them the blades will cause a <span class=\"standout\">Shard Explosion</span>, a subskill dealing physical damage in an area.  Blades expire and explode after 3 seconds if no enemies walk over them.<ul><li class=\"mod\"><span class=\"standout\">Arming Time (seconds)</span> <span class=\"val\">0.5</span></li><li class=\"mod\"><span class=\"standout\">Blades Explode When Touched</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Returning Blades</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Hidden Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Every 2 seconds you throw additional blades with Umbral Blades on the next throw.<ul><li class=\"mod\"><span class=\"standout\">Maximum Additional Blades</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Extra Blades On Next Throw Every 2 Seconds</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Honed Edge","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Umbral Blades has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Jagged Carvings","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Umbral Blades deals additional throwing physical damage.<ul><li class=\"mod\"><span class=\"standout\">Throwing Physical Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Kunai Belt","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You now throw additional blades with Umbral Blades on the second throw.<ul><li class=\"mod\"><span class=\"standout\">Extra Blades On Throw 2</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Lethal Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Umbral Blades hits inflict a stack of <span class=\"standout\">Shadow Dagger</span> on hit, while using a dagger.<ul><li class=\"mod\"><span class=\"standout\">Inflict Shadow Dagger With Dagger</span> <span class=\"val\"></span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Nightmare Dash","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You can now only recall blades by using <span class=\"standout\">Shift</span>, rather than the combo itself.  You regain mana for each blade recalled.<ul><li class=\"mod\"><span class=\"standout\">Blades Recalled From Shift Instead</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Gained per Blade</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Precision Cuts","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Umbral Blades now throw towards a fixed distance in front of you, and you have increased attack speed with Umbral Blades.<ul><li class=\"mod\"><span class=\"standout\">Throw Is Fixed Distance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5%</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Shredding Daggers","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Recalled blades now have a chance to pierce enemies (pass through enemies it hits).<ul><li class=\"mod\"><span class=\"standout\">Recalled Blades Pierce Chance</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Slice the Legs","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Recalled blade hits have a chance to slow enemies and a chance to cause them to bleed.<ul><li class=\"mod\"><span class=\"standout\">Recalled Blades Slow Chance</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Recalled Blades Bleed Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Soul Thief","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Umbral Blades has increased attack speed and you gain ward on hit with recalled blades.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain On Hit On Recall</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Stabbing Blast","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Recalling the blades now sends each blade toward a different nearby enemy instead of to you, but recalled blades no longer pierce.<ul><li class=\"mod\"><span class=\"standout\">Blades Target Nearby Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Blades Don't Return</span></li><li class=\"mod\"><span class=\"val negative\">Recalled Blades Don't Pierce</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Subzero Intrusion","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Umbral Blades base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. It also has a chance to freeze enemies.  Swaps Umbral Blades&#039; <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">24</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Sword Thrower","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now throw just one large Umbral Blade with each throw that deals significantly more damage (multiplicative with other modifiers) and has increased radius.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+250%</span></li><li class=\"mod\"><span class=\"standout\">Radius</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">Only 1 Blade With Each Throw</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Thousand Cuts","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Umbral Blades has additional critical strike multiplier for each blade being thrown or recalled by the attack.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier per Blade</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Twilight Assault","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now throw a third time with Umbral Blades with 4 blades before recalling the blades.<ul><li class=\"mod\"><span class=\"standout\">3rd Throw Before Return</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Blades On 3rd Throw</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Umbral Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">A combo ability that throws 2 blades, then 4 blades, then recalls all blades in the ground back to you, hitting enemies along the way.  An enemy can be hit by multiple blades from the same throw and by multiple blades from the recall.  Only the first part of the combo costs mana.<ul></ul>"},{"skill":"Umbral Blades","skill-group":"Rogue","class":"Rogue","mastery":"Rogue","name":"Umbral Remnant","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Whenever one of your <span class=\"standout\">Shadows</span> expire they now also leave behind an Umbral Blade.<ul><li class=\"mod\"><span class=\"standout\">Shadows Drop Umbral Blades</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Art of Blades","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Your critical strikes deal more damage per stack of <span class=\"standout\">Rhythm</span>.<ul><li class=\"mod\"><span class=\"standout\">Global Critical Multiplier</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Broad Dancing","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Dancing Strikes deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Close Combat","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Dancing Strikes deals more damage (multiplicative with other modifiers) but you travel less far between each attack.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Distance</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Contaminate","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">All bleed chance is converted to poison chance with Dancing Strikes. Physical penetration from this tree converted to poison penetration.<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical -> Poison Penetration</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Cutting Corners","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Dancing Strikes has a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dancing Strikes","usable":["Bladedancer"],"points":"0","effect":"<span class=\"mod\">Requires dual wielding.  A combo ability that is a series of fast dash attacks. Dancing Strikes gains increased movement speed and more damage equal to 50% of your total increased melee attack speed.<ul></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dark Blades","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Dancing Strikes inflicts enemies with <span class=\"standout\">Shadow Dagger</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Dagger Stacks</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Deadly Waltz","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Dancing Strikes shreds enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Elegance","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">You have increased dodge rating per stack of <span class=\"standout\">Rhythm</span>.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Eluding Steps","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Dancing Strikes grants you additional dodge rating for a short duration on use.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+75 per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Graceful Arena","usable":["Bladedancer"],"points":"5","effect":"<span class=\"mod\">Dancing Strikes&#039; third attack creates a <span class=\"standout\">Fighting Arena</span> for 4 seconds.  While fighting inside the arena, you and your allies deal more damage and take less damage (both multiplicative with other modifiers). The less damage taken is doubled for you.<ul><li class=\"mod\"><span class=\"standout\">Arena Duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">More Damage in Arena</span> <span class=\"val\">4% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken in Arena</span> <span class=\"val\">-2% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken Bonus Doubled For You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Grievous Wounds","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Dancing Strikes has a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Hidden Blade","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Dancing Strikes&#039; first attack has a chance to also attack with <span class=\"standout\">Shadow Cascade</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Cascade Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Invigorating Moves","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Dancing Strikes&#039; third attack heals you if it hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">25 per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Lacerating Aura","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">You and allies fighting inside the arena have a high chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance Inside Arena</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Majasa's Dagger","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Dancing Strikes deals more melee damage (multiplicative with other modifiers) per poison stacks on the target up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum</span> <span class=\"val\">60% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Nimble","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Dancing Strikes grants you additional dodge rating per point of Dexterity for a short duration on use.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating Per Dexterity</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Perfect Choreography","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Rhythm</span> also grants 5% global more damage (multiplicative with other modifiers), but Dancing Strikes cost more mana.<ul><li class=\"mod\"><span class=\"standout\">More Global Damage</span> <span class=\"val\">5%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Quick Step","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Dancing Strikes has a chance to grant you <span class=\"standout\">Haste</span> for 2 seconds on use.<ul><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Refined Cuts","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">You have a global chance to cause enemies to bleed per stack of <span class=\"standout\">Rhythm</span>.<ul><li class=\"mod\"><span class=\"standout\">Global Bleed Chance Per Stack</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Resolute Technique","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Lethal Mirage</span> and <span class=\"standout\">Synchronized Strikes</span> deal increased damage for each time you have used Dancing Strikes recently.<ul><li class=\"mod\"><span class=\"standout\">Increased Damage</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Rhythm","usable":["Bladedancer"],"points":"5","effect":"<span class=\"mod\">When you use Dancing Strikes and hit at least one enemy, you gain a stack of <span class=\"standout\">Rhythm</span> for a short duration and refresh all existing stacks, granting you global more damage per stack (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Rhythm Maximum Stacks</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Global More Damage</span> <span class=\"val\">3%</span></li><li class=\"mod\"><span class=\"standout\">Rhythm Duration (seconds)</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Rupture","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Your next <span class=\"standout\">Puncture</span> deals more damage (multiplicative with other modifiers) after using Dancing Strikes.<ul><li class=\"mod\"><span class=\"standout\">Puncture Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Steps","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Dancing Strikes&#039; second attack creates a <span class=\"standout\">Shadow</span>, but Dancing Strikes costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Creates Shadow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Silent Death","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Dancing Strikes has a chance to poison enemies, but deals less physical damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Poison Res Shred Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Physical Damage</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Slicing","usable":["Bladedancer"],"points":"5","effect":"<span class=\"mod\">Dancing Strikes penetrates enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Snake Bites","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Dancing Strikes hits deal more damage to bleeding and poisoned enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Bleeding</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage Against Poisoned</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Sophisticated Stabs","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Dancing Strikes&#039; first attack shreds enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Tenacious Vitae","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">You take less damage over time (multiplicative with other modifiers) for a short duration after using Dancing Strikes.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time Taken</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Trickling Cuts","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">You deal more global damage over time (multiplicative with other modifiers) for each time you have used Dancing Strikes recently.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Underdog","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Dancing Strikes deals more damage to rare enemies and bosses (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage to Rares and Bosses</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Dancing Strikes","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Windmill Ballet","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Dancing Strikes&#039; second and fourth attack have a chance to throw <span class=\"standout\">Shurikens</span> in target direction.<ul><li class=\"mod\"><span class=\"standout\">Shuriken Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"A Gloomy End","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Mirages have a chance to use <span class=\"standout\">Shadow Cascade</span> in addition to their normal attack.<ul><li class=\"mod\"><span class=\"standout\">Shadow Casade Chance</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Backstab","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Improves Lethal Mirage&#039;s base critical strike chance, but it has fewer Mirages, resulting in fewer hits.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Fewer Mirages</span> <span class=\"val negative\">-1 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Blur","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Mirages are created faster, causing Lethal Mirage to have a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Mirage Creation Speed</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Consuming Darkness","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">You gain health and mana per kill with Lethal Mirage.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">5 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Feebling Shadows","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Allies within the smoke cloud avoid critical strikes.<ul><li class=\"mod\"><span class=\"standout\">Crit Avoidance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Gloom and Doom","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Mirages have a chance to leave behind a <span class=\"standout\">Shadow</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Gloomy Friendship","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Lethal Mirage now targets allies rather than enemies.<ul><li class=\"mod\"><span class=\"standout\">Targets Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Illusory Edge","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Lethal Mirage has a chance to cause enemies to bleed, and bleed inflicted by Lethal Mirage has additional Physical Penetration.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Lethal Mirage","usable":["Bladedancer"],"points":"0","effect":"<span class=\"mod\">Become immune for a duration and rapidly strike nearby targets with 6 mirages.<ul></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Lingering Sickness","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Poisons caused by Lethal Mirage last longer.<ul><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Maj'elkan Blade","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Lethal Mirage deals additional melee physical damage per equipped sword or dagger.<ul><li class=\"mod\"><span class=\"standout\">Melee Physical Damage</span> <span class=\"val\">+8 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Pact of the Desert","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Lethal Mirage creates a <span class=\"standout\">Shadow</span> at the location you disappear from.  This <span class=\"standout\">Shadow</span> is not consumed by the <span class=\"standout\">Shadow Eater</span> node.<ul><li class=\"mod\"><span class=\"standout\">Shadows Created</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Phantasmal Presence","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">When Lethal Mirage ends you gain <span class=\"standout\">Mirage Form</span> for 1 second per critical strike landed. This can stack up to 6 seconds.<ul><li class=\"mod\"><span class=\"standout\">Duration Per Crit Strike</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Ravaging Mirage","usable":["Bladedancer"],"points":"5","effect":"<span class=\"mod\">Lethal Mirage deals more damage (multiplicative with other modifiers) and leeches a portion of the melee damage dealt as health.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Health Leech</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Rending Darkness","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Lethal Mirage can now also hit allies granting them the <span class=\"standout\">Mirage Form</span> buff for 4 seconds, granting bleed chance and additional dodge rating.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance With Buff</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating With Buff</span> <span class=\"val\">+200 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Rive","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Lethal Mirage has more critical strike chance (multiplicative with other modifiers) per stack of stack of bleed on the target.<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance per Bleed</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Eater","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Lethal Mirage consumes all active <span class=\"standout\">Shadows</span> gaining additional Mirages per <span class=\"standout\">Shadow</span> consumed, resulting in more hits.<ul><li class=\"mod\"><span class=\"standout\">Additional Mirage Per Shadow</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shocking Grasp","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Lethal Mirage deals additional melee lightning damage and its base physical damage is converted to Lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.  Physical penetration from this tree is converted to lightning penetration.  All bleed and poison chances are converted to shock chance.  Swaps Lethal Mirage&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Melee Lightning Damage</span> <span class=\"val\">+20</span></li><li class=\"mod\"><span class=\"standout\">Base Damage -> Lightning</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Physical -> Lightning Penetration</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed and Poison -> Shock Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Smoke Cloud","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">The smoke from <span class=\"standout\">Umbral Burst</span> persists as a cloud blinding enemies and inflicting <span class=\"standout\">Frailty</span> each second.<ul><li class=\"mod\"><span class=\"standout\">Cloud Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Blind Duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Frailty Stacks</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Sundering Blows","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Lethal Mirage hits deal more damage (multiplicative with other modifiers) per stack of bleed on the target up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Per Bleed Stack</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Hit Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Synchronize","usable":["Bladedancer"],"points":"3","effect":"<span class=\"mod\">Reduce Lethal Mirage&#039;s cooldown per enemy killed by Lethal Mirage up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Reduction (seconds)</span> <span class=\"val\">-0.2 per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Cooldown Reduction (seconds)</span> <span class=\"val\">1.2</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Burst","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">When you reappear Lethal Mirage releases a burst of smoke blinding enemies and inflicts them with <span class=\"standout\">Frailty</span>.<ul><li class=\"mod\"><span class=\"standout\">Blind Duration (duration)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Frailty Stacks</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Expanse","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Lethal Mirage gains an additional Mirage, resulting in more hits.<ul><li class=\"mod\"><span class=\"standout\">Additional Mirages</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Feast","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">Lethal Mirage deals more damage (multiplicative with other modifiers) per <span class=\"standout\">Shadow</span> consumed.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Shadow</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Toxins","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">The smoke cloud is converted to a poison cloud causing enemies to be poisoned each second, but no longer inflicts <span class=\"standout\">Frailty</span>.<ul><li class=\"mod\"><span class=\"standout\">Frailty -> Poison Stacks</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Traversal","usable":["Bladedancer"],"points":"4","effect":"<span class=\"mod\">You gain <span class=\"standout\">Haste</span> when you reappear.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Unending Mirage","usable":["Bladedancer"],"points":"2","effect":"<span class=\"mod\">Lethal Mirage gains an additional Mirage, resulting in more hits.<ul><li class=\"mod\"><span class=\"standout\">Additional Mirage</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Without a Trace","usable":["Bladedancer"],"points":"1","effect":"<span class=\"mod\">Lethal Mirage instantly kills enemies that are below a health threshold (a percentage of their maximum health), but can no longer inflict bleed.  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">18%</span></li><li class=\"mod\"><span class=\"val negative\">Can Not Inflict Bleed</span></li></ul>"},{"skill":"Lethal Mirage","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Wounding Ambush","usable":["Bladedancer"],"points":"5","effect":"<span class=\"mod\">Lethal Mirage penetrates enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Battle Trance","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">You have more dodge rating while directly using Shadow Cascade (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Blade Rush","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Cascade has more melee critical strike chance (multiplicative with other modifiers) against bleeding and poisoned enemies.<ul><li class=\"mod\"><span class=\"standout\">More Melee Crit Chance vs Bleeding</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">More Melee Crit Chance vs Poisoned</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Careful Assault","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade deals more damage (multiplicative with other modifiers) if you have at least a certain number of <span class=\"standout\">Shadows</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Minimum Shadows Required</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Carnage","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade&#039;s critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Crushing Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you directly use Shadow Cascade it deals more damage, but it has less attack speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage with Direct Use</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-10%</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dagger Dance","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade now also throws piercing daggers at nearby targets, dealing throwing physical damage.<ul><li class=\"mod\"><span class=\"standout\">Daggers Thrown</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Daggers Pierce</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Daggerflow","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Daggers from <span class=\"standout\">Dagger Dance</span> last longer causing them to travel further.<ul><li class=\"mod\"><span class=\"standout\">Duration and Range</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dismantle","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Shadow Cascade has a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Execution","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Cascade deals more melee damage to enemies on low health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Fight In The Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You gain mana on use with Shadow Cascade per active <span class=\"standout\">Shadow</span>.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain Per Shadow</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Flow State","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Cascade deals more damage (multiplicative with other modifiers) per sword or dagger you are wielding.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Sword</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Damage Per Dagger</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Fray","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Daggers from <span class=\"standout\">Dagger Dance</span> have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Gloomstalker","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Shadow Cascade has a chance to create a <span class=\"standout\">Shadow</span> on kill.<ul><li class=\"mod\"><span class=\"standout\">Shadow On Kill Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Hurricane of Blades","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Shadow Cascade is now channeled and throws daggers 3 times a second. It rapidly drains your mana.<ul><li class=\"mod\"><span class=\"standout\">Dagger Dance Casts Per Second</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">30</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Incapacitate","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade has a chance to apply <span class=\"standout\">Frailty</span> to enemies hit, causing them to deal less damage.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Leveraged Momentum","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Cascade deals more damage (multiplicative with other modifiers) per 1% of increased melee attack speed you have.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+0.2% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Maiming","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Shadow Cascade slows enemies for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Slow Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Onslaught","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">A portion of Shadow Cascade&#039;s mana cost is refunded if used when you have at least one <span class=\"standout\">Shadow</span><ul><li class=\"mod\"><span class=\"standout\">Mana Refunded</span> <span class=\"val\">25%</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Porcupine's Wrath","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Dagger Dance</span> throws more daggers which deal significantly more damage (multiplicative with other modifiers), but Shadow Cascade no longer includes a melee attack.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+120%</span></li><li class=\"mod\"><span class=\"standout\">Daggers Thrown</span> <span class=\"val\">+3</span></li><li class=\"mod\"><span class=\"val negative\">No Melee Attack</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Precision","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Improves Shadow Cascade&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Critical Strike Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Rapid Expanse","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Rending","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade has a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Cascade","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Requires dual wielding.  A circular attack that&#039;s also used by your shadows.<ul></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Elegance","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Daggers from <span class=\"standout\">Dagger Dance</span> inflict enemies with <span class=\"standout\">Shadow Dagger</span>. This chance is much lower when <span class=\"standout\">Dagger Dance</span> is used by a <span class=\"standout\">Shadow</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Dagger Chance from Shadow Casts</span> <span class=\"val\">20%</span></li><li class=\"mod\"><span class=\"standout\">Shadow Dagger Chance from Other Casts</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Flourish","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">If you hit at least 4 enemies with Shadow Cascade, you deal increased physical damage for a short duration.  This effect can be triggered by daggers from <span class=\"standout\">Dagger Dance</span> as well.<ul><li class=\"mod\"><span class=\"standout\">Increased Physical Damage</span> <span class=\"val\">+35% per point</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Step","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you directly use Shadow Cascade while targeting a <span class=\"standout\">Shadow</span> you swap places with the Shadow.  This effect consumes mana based on how many times you have swapped places with a Shadow in the past 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Swap Places with Target Shadow</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed per Recent Swap</span> <span class=\"val\">30</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Torrent","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Shadow Cascade deals more damage (multiplicative with other modifiers) per active <span class=\"standout\">Shadow</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Shadow</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Shadow Cascade","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Toxic Whirl","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Bleed chance from all sources is converted to poison when using Shadow Cascade.<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Art of the Blade","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You are granted increased attack speed for 3 seconds if Synchronized Strike hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Blade Prowess","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Synchronized Strike deals more damage (multiplicative with other modifiers) per equipped sword and has a chance to poison enemies per equipped dagger.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Sword</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance Per Dagger</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Coordinated Cuts","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Synchronized Strike has a chance to shred enemy armor. Armor shred applied by Synchronized Strike has increased effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Effect</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Crimson Storm","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Using Synchronized Strike grants you <span class=\"standout\">Crimson Shroud</span> for a short duration, granting you bleed chance and less damage over time taken. This stacks up to 3 times for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Crimson Shroud Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance per Crimson Shroud</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time Taken per Crimson Shroud</span> <span class=\"val\">-5%</span></li><li class=\"mod\"><span class=\"standout\">Max Crimson Shrouds</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Cutthroat","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Synchronized Strike always critically hits enemies on high health.<ul><li class=\"mod\"><span class=\"standout\">Always Crits</span> <span class=\"val\"></span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dark Allies","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Synchronized Strike creates 2 additional <span class=\"standout\">Shadows</span>, but costs significantly more mana. This can exceed your normal maximum number of <span class=\"standout\">Shadows</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadows</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+100%</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dark Passage","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Directly using Synchronized Strike grants <span class=\"standout\">Dark Passage</span> for 4 seconds, creating a shadow every second over its duration.  Synchronized Strike deals significantly more damage (multiplicative with other modifiers), but only creates a single shadow from the initial attack.<ul><li class=\"mod\"><span class=\"standout\">Create a Shadow Every Second for 4 Seconds</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"val negative\">One Initial Shadow</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Divergence","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Synchronized Strike deals more damage, but the <span class=\"standout\">Shadows</span> now attack from where you teleport from, rather than where you arrive.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Shadows Attack From Starting Position</span> <span class=\"val\"></span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Dynamics","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Synchronized Strike costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Escape Artist","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You gain <span class=\"standout\">Haste</span> for a short duration when you kill an enemy with Synchronized Strike.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Foreshadowing","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Shadows</span> created by Synchronized Strike deal increased damage. This effect also applies to shadows created from any source for 4 seconds after using Synchronized Strike.  This effect stacks.<ul><li class=\"mod\"><span class=\"standout\">Increased Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Growing Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Synchronized Strike deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Harmony of Death","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Synchronized Strike has a chance to inflict enemies with <span class=\"standout\">Critical Vulnerability</span>.<ul><li class=\"mod\"><span class=\"standout\">Critical Vulnerability Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Last Call","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Synchronized Strike deals more damage to enemies on low health.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Lethality","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Improves Synchronized Strike&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Lust for Carnage","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Synchronized Strike leeches a portion of the damage it deals as health.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Perfect Coordination","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Shadows</span> now jump inward towards the target rather than outward, making it easier for them to hit the same target. Synchronized Strikes has additional mana cost.<ul><li class=\"mod\"><span class=\"standout\">Shadows Jump Inward</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Razor Strikes","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Synchronized Strike has a chance to cause enemies to bleed and a chance to shred enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Retreat Into Shadow","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now disappear instead of teleporting to the target and a <span class=\"standout\">Shadow</span> is created in your place, but Synchronized Strike has a longer cooldown. You are invulnerable for 1 second after using Synchronized Strike.  Synchronized Strike&#039;s mana cost is significantly lower.<ul><li class=\"mod\"><span class=\"standout\">Shadow In Your Place</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Invulnerability</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-30</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+8</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Dancing","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Synchronized Strike deals more damage (multiplicative with other modifiers), but <span class=\"standout\">Shadows</span> from Synchronized Strike expire after attacking. They also do not cause existing <span class=\"standout\">Shadows</span> to expire and do not trigger <span class=\"standout\">on shadow creation</span> or <span class=\"standout\">on shadow expiration</span> effects.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"val negative\">Shadows Expire Early</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Fang","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Synchronized Strike deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Infusion","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Synchronized Strike consumes existing <span class=\"standout\">Shadows</span> to deal damage in a larger area and grant you ward per <span class=\"standout\">Shadow</span> consumed.<ul><li class=\"mod\"><span class=\"standout\">Area Per Shadow</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward Gain Per Shadow</span> <span class=\"val\">25 per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Shadow Rush","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Shadows</span> created within 4 seconds of using Synchronized Strike restore health on creation.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">40 per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Synchronized Strike","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Requires a melee weapon.  Jump forward and strike in an area in front of you while shadows appear and simultaneously strike on either side of you.  The shadows will persist afterwards for up to 5 seconds. Shadows will imitate your next direct use of Shadow Cascade, Shurikens, Umbral Blades, Explosive Trap, or Acid Flask. Shadows can also imitate indirect uses of Shadow Cascade. Up to 3 shadows can be active at once.<ul></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Thrill of the Kill","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">You are granted increased critical strike chance for 4 seconds on kill with Synchronized Strike. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"True Strikes","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Synchronized Strike deals more critical strike damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Assassination","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Synchronized Strike inflicts enemies with a <span class=\"standout\">Shadow Dagger</span>.<ul><li class=\"mod\"><span class=\"standout\">Shadow Dagger On Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Umbral Execution","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Synchronized Strike instantly kills enemies that are below a health threshold (a percentage of their maximum health).  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Synchronized Strike","skill-group":"Bladedancer","class":"Rogue","mastery":"Bladedancer","name":"Wave of Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Synchronized Strike causes existing <span class=\"standout\">Shadows</span> to use <span class=\"standout\">Shadow Cascade</span> on use, rather than being consumed immediately.   This effect consumes a portion of mana per active Shadow.<ul><li class=\"mod\"><span class=\"standout\">Shadows Use Shadow Cascade</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed Per Shadow</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Aerial Assault","usable":["Falconer"],"points":"0","effect":"<span class=\"mod\">You leap towards the target and your <span class=\"standout\">Falcon</span> dives to catch you and momentarily carry you further, before it flies up and unleashes a <span class=\"standout\">Wing Burst</span> at the target location.<ul></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Aerial Prowess","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">For the next 8 seconds after using Aerial Assault, critical strikes dealt by you or your <span class=\"standout\">Falcon</span> grant you a stack of <span class=\"standout\">Aerial Prowess</span> up to a maximum.  When you next use Aerial Assault, it consumes all stacks to restore health per stack and deal more damage (multiplicative with other modifiers) per stack.<ul><li class=\"mod\"><span class=\"standout\">Max Aerial Prowess stacks</span> <span class=\"val\">12 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gain per stack</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Damage Per stack</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Ambush","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">The <span class=\"standout\">Wing Burst</span> deals more direct damage to enemies on high health.<ul><li class=\"mod\"><span class=\"standout\">Direct Damage to High Health</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Avian Hunter","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Aerial Assault deals more damage (multiplicative with other modifiers) and has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Coordinated Assault","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Directly using Aerial Assault recovers a portion of the remaining cooldown of <span class=\"standout\">Falconry</span> and <span class=\"standout\">Dive Bomb</span> per 10 maximum mana you have.<ul><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Covering Fire","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Wing Burst's</span> hits apply frailty.<ul><li class=\"mod\"><span class=\"standout\">Frailty Stacks on Feather Burst</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Darkwing Fall","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Featherstorm</span> now has a chance each second to drop a <span class=\"standout\">Black Arrow</span>.<ul><li class=\"mod\"><span class=\"standout\">Black Feather Chance Per Second</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Domain of the Huntress","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Featherstorm</span> now has a chance to slow enemies inside its area each second.   Additionally, you and your allies have additional dodge rating while inside the area.<ul><li class=\"mod\"><span class=\"standout\">Feather Storm Slow Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating per Dex inside Feather Storm</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Falcon's Havoc","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">Consuming stacks of <span class=\"standout\">Aerial Assault</span> now grants you <span class=\"standout\">Haste</span> and Frenzy for a short duration per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration per stack (seconds)</span> <span class=\"val\">0.1 per point</span></li><li class=\"mod\"><span class=\"standout\">Frenzy Duration per stack (seconds)</span> <span class=\"val\">0.1 per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Featherstorm","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">After the initial <span class=\"standout\">Wing Burst</span> your Falcon continues releasing <span class=\"standout\">Featherstorm</span> at the target location for 5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Feather Storm Duration (seconds)</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Gustborne Guard","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Convert the health gain from the <span class=\"standout\">Healing Gust</span> node to ward at half the effect.<ul><li class=\"mod\"><span class=\"standout\">Health Gain -> 50% Ward Gain</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Healing Gust","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">Directly using Aerial Assault recovers a portion of your missing health.<ul><li class=\"mod\"><span class=\"standout\">Missing Health Recovered</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Pitohui","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Featherstorms'</span> base physical damage over time is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to physical damage.  A portion of your global poison chance on hit now applies as poison chance per second for <span class=\"standout\">Featherstorm</span>.  Swaps <span class=\"standout\">Featherstorms'</span> <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Poison</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Poison Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Poison Chance -> Featherstorm Poison Chance</span> <span class=\"val\">200%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Plumed Daggers","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Umbral Blades'</span> hits from the <span class=\"standout\">Twilight Strike</span> node now shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Predator's Cascade","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Wing Burst</span> deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Feather Burst Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Projectile Training","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">A portion of your added, increased, and more throwing damage modifiers now apply to the <span class=\"standout\">Wing Burst</span>.<ul><li class=\"mod\"><span class=\"standout\">Character Damage -> Feather Burst Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Razorblade Plume","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Featherstorm</span> lasts longer and deals more direct damage (multiplicative with other modifiers) per second it has been active.<ul><li class=\"mod\"><span class=\"standout\">Feather Storm Duration</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Feather Storm Damage Bonus Per Second</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Refreshing Resolve","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">Directly using Aerial Assault recovers a portion of your missing mana.<ul><li class=\"mod\"><span class=\"standout\">Missing Mana Recovered</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rending Barbs","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Caltrops'</span> hits from all sources have a chance to cause enemies to bleed.   Additionally, when an enemy walks over your <span class=\"standout\">Caltrops</span> your Falcon&#039;s hits gain additional bleed chance scaling with your Dexterity for 4 seconds. This effect can occur a limited number of times per 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Caltrops Bleed Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Falcon Bleed Chance per 10 Dex with Buff</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Falcon Bleed Chance Buff duration (seconds)</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Times Per 4 Seconds</span> <span class=\"val\">30</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Shaded Wingspan","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">If there is a boss or rare enemy nearby, Aerial Assault now also creates a <span class=\"standout\">Shadow Falcon</span> to use <span class=\"standout\">Featherstorm</span> against it.<ul><li class=\"mod\"><span class=\"standout\">Shadow Feather Storm</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Skyward Swoop","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">A portion of Aerial Assault&#039;s cooldown is recovered when your Falcon hits an enemy. This effect can occur a limited number of times per 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered On Falcon Hit</span> <span class=\"val\">6%</span></li><li class=\"mod\"><span class=\"standout\">Limit per 3 Seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Slayer of big Prey","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">The damage bonus from <span class=\"standout\">Ambush</span> always applies against bosses and rare enemies, regardless of their health.<ul><li class=\"mod\"><span class=\"standout\">Damage bonus always applies to bosses and rares</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Spikefield","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">You now drop additional <span class=\"standout\">Caltrops</span> halfway through Aerial Assault&#039;s movement if you traveled at least 6 meters.<ul><li class=\"mod\"><span class=\"standout\">Additional Caltrops Halfway Through</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Storm on the Horizon","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Aerial Assault no longer moves you. Additionally, it deals more damage (multiplicative with other modifiers) and it no longer has a minimum range.  Aerial Assault loses its <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">No Longer Moves You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+35%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Tactician","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">After landing, all your active <span class=\"standout\">Ballistas</span> prioritize targets around you, deal more damage (multiplicative with other modifiers) per Intelligence, and gain increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Ballistas Pioritization</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ballista Damage per Int</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Ballista Increased Attack Speed</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Terrorwings","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Directly using <span class=\"standout\">Ballista,</span> <span class=\"standout\">Explosive Trap</span>, or <span class=\"standout\">Dive Bomb</span> now also consumes your stacks of <span class=\"standout\">Aerial Prowess</span>, applying the damage bonus to the ability that consumed them.<ul><li class=\"mod\"><span class=\"standout\">Aerial Prowess applies to other Abilities</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Torrent of Talons","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Aerial Assault now has a chance to grant you <span class=\"standout\">Aerial Prowess</span> stacks on non-critical strikes and when you kill an enemy.<ul><li class=\"mod\"><span class=\"standout\">Chance for buff on non-crit</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Chance for buff on kill</span> <span class=\"val\">+40%</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Treacherous Pursuit","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Using Aerial Assault now also drops <span class=\"standout\">Caltrops</span> at your location.<ul><li class=\"mod\"><span class=\"standout\">Caltrops on Aerial Assault</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Twilight Strike","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">The <span class=\"standout\">Wing Burst</span> now also includes a few <span class=\"standout\">Umbral Blades</span> that your Falcon throws for you.<ul><li class=\"mod\"><span class=\"standout\">Umbral Blades on Feather Burst</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Umbral Remnants","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">When the <span class=\"standout\">Wing Burst</span> kills an enemy and you have 3 or fewer active <span class=\"standout\">Shadows</span>, it creates a <span class=\"standout\">Shadow</span> at that enemy&#039;s location.<ul><li class=\"mod\"><span class=\"standout\">Shadow Falcon on Feather Burst Kill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Vengeful Nails","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Caltrops</span> from all sources have a chance to slow on hit and deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Caltrops Slow Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Caltrops Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Aerial Assault","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Wind Rider","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">You have more global dodge rating (multiplicative with other modifiers) while traveling with Aerial Assault.  Additionally, each hit you dodge while traveling grants you a stack of <span class=\"standout\">Aerial Prowess</span>.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating While Traveling</span> <span class=\"val\">+80% per point</span></li><li class=\"mod\"><span class=\"standout\">Aerial Prowess Stacks on dodge</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Birds Aren't Real","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">A <span class=\"standout\">Shadow Falcon</span> takes your Falcon&#039;s place, that uses Dive Bomb. Your Falcon is able to attack and use other abilities during this. If you do not have an active Falcon, Dive Bomb will scale with your stats instead.<ul><li class=\"mod\"><span class=\"standout\">Shadow Falcon For Primary Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Cloud Gatherer","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">If your Falcon lands inside the area of your <span class=\"standout\">Smoke Bomb</span> the smoke area lasts longer.  This effect can occur once per Smoke Bomb.<ul><li class=\"mod\"><span class=\"standout\">Smoke Bomb Duration</span> <span class=\"val\">+40%</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Dancing Shadows","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">Your <span class=\"standout\">Shadow Falcons</span> that land inside the area of your <span class=\"standout\">Smoke Bomb</span> have a chance to take off again after a short delay before diving again at a nearby enemy to deal damage around them.<ul><li class=\"mod\"><span class=\"standout\">Shadow Falcons Chance To Dive Again</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Devastating Dive","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Dive Bomb deals more damage (multiplicative with other modifiers) and stuns caused by it last longer, but it has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+18% per point</span></li><li class=\"mod\"><span class=\"standout\">Stun Duration</span> <span class=\"val\">+18% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val negative\">+18% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Dive Bomb","usable":["Falconer"],"points":"0","effect":"<span class=\"mod\">Your <span class=\"standout\">Falcon</span> ascends high into the sky then dive bombs the target location at high speed, dealing a high amount of physical damage to enemies in the area.<ul></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Explosive Dive","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">If Dive Bomb hits your <span class=\"standout\">Explosive Traps</span> they instantly explode dealing more damage in a larger area (both multiplicative with other modifiers).  Additionally, when you detonate an <span class=\"standout\">Explosive Trap</span> this way you gain a stack of <span class=\"standout\">Talon Blades</span>.<ul><li class=\"mod\"><span class=\"standout\">Explosive Traps Detonate From Dive Bomb</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Explosive Trap Damage</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Explosive Trap Area</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Talon Blade Stacks</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Expose their Defenses","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">Dive Bomb&#039;s hits apply <span class=\"standout\">Critical Vulnerability</span> on enemies.<ul><li class=\"mod\"><span class=\"standout\">Critical Vulnerability Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Exsanguinating Strike","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Dive Bomb&#039;s hits deal more damage (multiplicative with other modifiers) per stack of bleed on the target up to a maximum.  Additionally, it causes all bleed stacks inflicted by you or your Falcon to be consumed to deal their remaining damage instantly.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Per Bleed</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Max Damage Bonus</span> <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"standout\">Instant Bleed Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Featherfall","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Before your Falcon dives it now uses <span class=\"standout\">Featherfall</span> that causes razor-sharp feathers to strike a number of enemies in an area around the target location.  <span class=\"standout\">Shadow Falcons</span> won&#039;t use <span class=\"standout\">Featherfall</span>.<ul><li class=\"mod\"><span class=\"standout\">Feathers Thrown</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Flesh Tearing Talons","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">Dive Bomb&#039;s hits shred enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Res Shred Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Flock of Crows","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">You have a chance to gain a stack of <span class=\"standout\">Dusk Shroud</span> for each <span class=\"standout\">Shadow Falcon</span> that hit at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Chance From Shadow Falcons</span> <span class=\"val\">+34# per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Focused Hunter","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Dive Bomb deals more damage (multiplicative with other modifiers) and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Gale of Blades","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">You move faster while you have at least 5 stacks of <span class=\"standout\">Talon Blades</span>.<ul><li class=\"mod\"><span class=\"standout\">Movespeed with 5 stacks</span> <span class=\"val\">+10%</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Gaping Wounds","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Dive Bomb deals more damage over time (multiplicative with other modifiers) per 10% of your increased stun chance.<ul><li class=\"mod\"><span class=\"standout\">Ailment Damage Per 10% Increased Stun Chance</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Hindering Beak Strike","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">Dive Bomb&#039;s hits slows enemies and it deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Incendiary Collision Bird Missile","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">If Dive Bomb hits one of your <span class=\"standout\">Decoy</span>, it detonates it, causing its explosion to deal more damage (multiplicative with other modifiers) in a larger area.  The effects from the <span class=\"standout\">Rapid Pursuit</span> node are also gained when Dive Bomb hits one of your <span class=\"standout\">Decoys</span>.  Dive Bomb cannot explode more than one <span class=\"standout\">Decoy</span> per use.<ul><li class=\"mod\"><span class=\"standout\">Decoy Damage</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Decoy Area</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Only One Decoy Explodes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Midnight Aviary","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">Your <span class=\"standout\">Shadow Falcons</span> deal more damage (multiplicative with other modfiers) per <span class=\"standout\">Umbral Blade</span> you have on the ground, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Shadow Falcon Damage Per Umbral Blade</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Max More Damage From Umbral Blades</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"On Wings of Shadow","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">Dive Bomb now creates a <span class=\"standout\">Shadow Falcon</span> to strike the location of your own <span class=\"standout\">Shadows</span> and it will prioritize your <span class=\"standout\">Shadows</span> nearest the target location, but <span class=\"standout\">Shadow Falcons</span> deal less damage (multiplicative with other modifiers) than the real Falcon.  The number of <span class=\"standout\">Shadow Falcons</span> cannot exceed the number of <span class=\"standout\">Shadows</span> you currently have.<ul><li class=\"mod\"><span class=\"standout\">Shadow Falcons</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Shadow Falcon Damage</span> <span class=\"val negative\">-70%</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rapid Pursuit","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">If Dive Bomb hits at least one boss or rare enemy you regain mana and recover a portion of your remaining traversal skills&#039; cooldown.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain On Boss Or Rare Hit</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Traversal Skills Cooldown Recovered</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Red Wings","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Dive Bomb&#039;s hits grant you a stack of <span class=\"standout\">Crimson Shroud</span> per enemy hit, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Crimson Shroud Stacks Per Enemy</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Maximum Crimson Shrouds</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rending Impact","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">Dive Bomb&#039;s hits cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rush of the Hunt","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Dive Bomb has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rushing Wings","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Dive Bomb deals more damage (multiplicative with other modifiers) and it has a shorter delay before the Falcon dives.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Delay</span> <span class=\"val\">18% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Talon Blades","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Dive Bomb and <span class=\"standout\">Featherfall</span> hits grant you a stack of <span class=\"standout\">Talon Blades</span> for 18 seconds.  You have increased critical strike chance and critical multiplier per stack.  All stacks of <span class=\"standout\">Talon Blades</span> are lost if you directly use Dive Bomb again.<ul><li class=\"mod\"><span class=\"standout\">Talon Blades Duration (seconds)</span> <span class=\"val\">18</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">6%</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+3%</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Talon Knives","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">If you are dual wielding, a portion of the damage specific stats from both of your weapons apply to your Falcon&#039;s Dive Bomb.<ul><li class=\"mod\"><span class=\"standout\">Stats From Weapons Effectiveness</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"To Shreds","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Featherfall's</span> hits shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"United Assault","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">You reduce a portion of Dive Bomb&#039;s remaining cooldown when you use a throwing or bow attack and hit at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Dive Bomb","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Valkyrie","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">If you are wielding a spear you also leap to the target location when you use Dive Bomb. This deals damage in the area around the target.  Dive Bomb gains the <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Leap With Spear</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Adaptive Fuse","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Particularly fast enemies (with a movement speed above 6 meters per second) trigger Explosive Traps instantly, even if they haven&#039;t armed.  Additionally, Explosive Trap&#039;s hits deal more damage (multiplicative with other modifiers) to moving enemies.<ul><li class=\"mod\"><span class=\"standout\">Instant Detonation On Fast Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Hit Damage To Moving Enemies</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Arrow Traps","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When an Explosive Trap detonates, all other Explosive Traps now also detonate in quick succession and fire <span class=\"standout\">Detonating Arrows</span> at the original target trap&#039;s location. The Detonating Arrows can occur a limited number of times per 2 seconds.  This effect consumes mana equal to a portion of your <span class=\"standout\">Detonating Arrow's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Detonating Arrow On Trap Detonation</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Detonating Arrow Limit Per 2 Seconds</span> <span class=\"val\">10</span></li><li class=\"mod\"><span class=\"standout\">Detonating Arrow Mana Consumption</span> <span class=\"val negative\">125%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Ash Compartment","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Explosive Trap deals more damage (multiplicative with other modifiers) and its hits shred enemy fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Res Shred Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Aspect of the Rabbit","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Attached traps deal more damage (multiplicative with other modifiers).  If the enemy that the Explosive Trap is attached to hits you, it now attaches to you instead (but will still only damage enemies). Hitting an enemy then attaches it back to them without changing the delay before exploding.  Additionally, when it explodes, the trap deals 30% more damage for each time it has been passed.<ul><li class=\"mod\"><span class=\"standout\">Attached Damage</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Attached Traps Passed On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Trap Damage Per Pass</span> <span class=\"val\">+60%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Automated Bombardment","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Explosive Trap has an additional chance to drop a fresh Explosive Trap via the <span class=\"standout\">Trap Sprinkler</span> node, but Explosive Trap costs more mana.  Traps dropped this way cannot drop more additional traps.<ul><li class=\"mod\"><span class=\"standout\">Trap Drop Chance</span> <span class=\"val\">+70%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+11</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Blast Rain","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now shoot arrows attached with Explosive Traps up into the air that then drop down around the target location.  Explosive Trap now scales with your bow damage instead of throwing damage and your bow attack speed instead of throwing attack speed.  This requires wielding a bow.<ul><li class=\"mod\"><span class=\"standout\">Traps Rain</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Throwing -> Bow Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Throwing -> Bow Attack Speed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Requires A Bow</span> <span class=\"val\"></span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Blasting Device","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Detonating Arrows</span> fired this way deal additional bow damage per 3 Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Bow Damage Per 3 Dex</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Clustered Explosives","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">When you directly use Explosive Trap you throw additional traps, but Explosive Trap costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Traps Thrown</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+6 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Coldsnap Mines","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Explosive Trap&#039;s base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage.  Fire resistance shred chance from all sources is converted to cold resistance shred.  Swaps Explosive Trap&#039;s <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire -> Cold Res Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Flash Frozen","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Explosive Trap&#039;s hits have a chance to chill enemies.  Additionally, Explosive Trap has additional freeze rate per Intelligence.<ul><li class=\"mod\"><span class=\"standout\">Chill Stacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate Per Int</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Free Lofting Bird","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Whenever one of your Explosive Traps detonate, your <span class=\"standout\">Falcon's</span> skills recover a portion of their remaining cooldowns.<ul><li class=\"mod\"><span class=\"standout\">Falcon Skills Cooldown Recovered</span> <span class=\"val\">3%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Freezing Trap","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you directly throw Explosive Trap, its hits always freeze enemies, but it now has a cooldown.  Whenever you freeze an enemy with any skill, a portion of Explosive Trap&#039;s remaining cooldown is recovered.<ul><li class=\"mod\"><span class=\"standout\">Always Freezes On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">15</span></li><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered On Freeze</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Gadgeteer","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Explosive Trap deals more damage (multiplicative with other modifiers) if the arming time is not ignored, but it takes longer for it to arm before it can detonate.<ul><li class=\"mod\"><span class=\"standout\">Damage After Full Arming Time</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Arming Time (seconds)</span> <span class=\"val negative\">+0.3 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Hold This","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Whenever you hit an enemy with any melee attack, you attach an Explosive Trap to that enemy.  This effect has a 1.5 second cooldown and attached traps explode after 1 second ignoring arming time or when the enemy it&#039;s attached to dies. Enemies cannot have more than 1 trap attached.<ul><li class=\"mod\"><span class=\"standout\">Trap Attaches On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attached Trap Arming Time (seconds)</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Explodes On Enemy Death</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attach Cooldown (seconds)</span> <span class=\"val\">1.5</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Impact Trigger","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Explosive Traps now instantly detonate when the arrows hit the ground via the <span class=\"standout\">Blast Rain</span> node, ignoring the arming time.  Additionally, Explosive Trap has a higher chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Traps Explode Immediately When Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">75%</span></li><li class=\"mod\"><span class=\"standout\">Arming Time Is Ignored</span> <span class=\"val\"></span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Instrument of the Alchemist","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When an Explosive Trap drops a trap by the <span class=\"standout\">Trap Sprinkler</span> node, it also flings an <span class=\"standout\">Acid Flask</span> for you towards the target location.  This consumes mana equal to a portion of Acid Flask&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Traps Throw Acid Flasks Chance</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Acid Flask Mana Consumption</span> <span class=\"val negative\">70%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Jelkhor's Blueprint","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Explosive Trap costs less mana and it has increased throwing attack speed.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Throwing Attack Speed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Lightning Bomb","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Explosive Trap&#039;s hits have a chance to shock enemies and inflict them with a <span class=\"standout\">Spark Charge</span>.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Spark Charge Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Minefield","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">You can now have more active Explosive Traps.<ul><li class=\"mod\"><span class=\"standout\">Maximum Traps</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Net","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Throws a trap that explodes when triggered, dealing throwing fire damage. Traps take 0.4 seconds to arm and explode when enemies walk over them or after 30s.   You can have a maximum of 6 active traps at a time.<ul></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"No Man's Land","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Whenever you directly throw Explosive Trap, you now throw traps, up to your maximum number of traps, in a wide area around the target location.  Explosive Trap deals more damage (multiplicative with other modifiers) per maximum traps, but it now has a cooldown and costs more mana per maximum trap.<ul><li class=\"mod\"><span class=\"standout\">All Traps Around Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Per Max Trap</span> <span class=\"val\">+4%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Max Trap</span> <span class=\"val negative\">+12%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">12</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Prepared Demolition","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Explosive Trap deals more damage (multiplicative with other modifiers) in a larger area for each second it has existed before detonating up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Bonus Per Second</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Area Bonus Per Second</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Bonus Duration (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Siege Engineering","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Whenever an Explosive Trap detonates, it now has a chance to create a <span class=\"standout\">Ballista</span> for you.  This consumes mana equal to a portion of <span class=\"standout\">Ballista's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Summon Ballista Chance</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Ballista Mana Consumption</span> <span class=\"val negative\">50%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Sky Signal","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Whenever one of your Explosive Traps detonate, your <span class=\"standout\">Falcon</span> gains physical and elemental penetration for a short duration.  This effect can trigger up to a maximum of 15 times within 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Elemental Penetration</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Smoke Traps","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When an Explosive Trap detonates, if it hit at least one enemy, it has a chance to grant you a stack of <span class=\"standout\">Dusk Shroud</span>. This chance increases for each second it spends arming.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud chance gained per second</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Static Mines","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Explosive Trap&#039;s base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.  Fire resistance shred chance from all sources is converted to lightning resistance shred.  Swaps Explosive Trap&#039;s <span class=\"standout\">Fire</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Res Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Subtle Sabotage","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Explosive Trap costs less mana, but deals less damage (multiplicative with other modifiers) in a smaller area.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-12% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-8% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val negative\">-8% per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Tinkerer's Design","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Explosive Trap is now triggered from farther away and deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Trigger Area</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Detonation Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Trap Sprinkler","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Whenever an Explosive Trap detonates, it has a chance to drop a fresh Explosive Trap at its location as long as there is an enemy within 6 meters, but Explosive Trap costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Trap Drop Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Trap Drop Distance (meters)</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+1 per point</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Traps","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When directly using Explosive Trap, an unconverted Explosive Trap and a trap corresponding to each conversion node you have taken are thrown at the same time. Traps thrown this way are thrown in a small area.  Additionally, Explosive Trap deals less damage in a smaller area (both multiplicative with other modifiers) and cost additional mana.<ul><li class=\"mod\"><span class=\"standout\">Default And Converted Trap Thrown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-30%</span></li><li class=\"mod\"><span class=\"standout\">Less Area</span> <span class=\"val negative\">-30%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Trapuchet","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Explosive Traps dropped by the <span class=\"standout\">Trap Sprinkler</span> node are now flung at a nearby enemy within 12 meters instead of being dropped.  Explosive Traps dropped by the <span class=\"standout\">Trap Sprinkler</span> node can now drop Explosive Traps when there&#039;s an enemy within 12 meters even if there is not an enemy within 6 meters.<ul><li class=\"mod\"><span class=\"standout\">Traps Throw Traps</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Trap Throw Distance (meters)</span> <span class=\"val\">12</span></li><li class=\"mod\"><span class=\"standout\">Trap Drop Distance (meters)</span> <span class=\"val\">12</span></li></ul>"},{"skill":"Explosive Trap","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Umbral Saboteur","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Explosive Trap deals additional throwing damage per stack of <span class=\"standout\">Dusk Shroud</span> you have.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Dusk Shroud</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Agile Prey","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">Your Falcon deals more damage (multiplicative with other modifiers).  This effect is tripled against moving targets.<ul><li class=\"mod\"><span class=\"standout\">Falcon Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled against Moving Targets</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Avian Arsenal","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">When you consume a <span class=\"standout\">Falconer's Mark</span> your Falcon gains additional melee damage equal to a portion of your added melee damage, throwing damage, bow damage, or spell damage depending on the type of ability used to consume the mark.  This effect lasts 10 seconds and can stack a limited number of times.<ul><li class=\"mod\"><span class=\"standout\">Max Buff stacks</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Character Damage -> Falcon Damage</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Avian Stamina","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Falcon Strikes</span> hits addtional times and your <span class=\"standout\">Falcon</span> has increased melee attack speed.<ul><li class=\"mod\"><span class=\"standout\">Additional Falcon Strikes hits</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Falcon Melee Attack Speed</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Bird of Prey","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Falcon Strikes</span> instantly kill enemies that are below a health threshold (a percentage of their maximum health).  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Falcon Strikes Kill Threshold</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Dark Plumage","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">When your Falcon hits an enemy it has a chance to drop a <span class=\"standout\">Black Arrow</span> at its location.<ul><li class=\"mod\"><span class=\"standout\">Black Arrow chance on Falcon Hit</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Exposed Weakness","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">When you use a melee, throwing, or bow attack and critically strike at least one enemy, your Falcon gains a portion of your global melee, throwing, or bow critical strike multiplier respectively for 10 seconds.  This effect can occur at most twice every two second.<ul><li class=\"mod\"><span class=\"standout\">Crit Multi -> Falcon Crit Multi Buff after Attack</span> <span class=\"val\">25%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">10</span></li><li class=\"mod\"><span class=\"standout\">Can Stack Twice per 2 seconds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Falcon Screech","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">After the first hit of <span class=\"standout\">Falcon Strike</span> your Falcon lets out a <span class=\"standout\">Screech</span> which slows and applies <span class=\"standout\">Frailty</span> to enemies around it.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks on Screech</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Frailty Stacks on Screech</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Falcon's Gale","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Consuming a <span class=\"standout\">Falconer's Mark</span> instantly recovers <span class=\"standout\">Falcon Strike's</span> cooldown, but it now also costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Cooldown recovers on Mark consumption</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+40</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Falconer's Journey","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your Falcon deals more global damage per character level and per point of Dexterity (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Falcon Damage per Level</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Falcon Damage per Dex</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Falconer's Mark","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">Whenever the Falcon hits an enemy with <span class=\"standout\">Falcon Strikes</span> it <span class=\"standout\">Marks</span> them. Your next hit against a <span class=\"standout\">Marked</span> target deals more damage and consumes the <span class=\"standout\">Mark</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage to Marked Targets</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Falconry","usable":["Falconer"],"points":"0","effect":"<span class=\"mod\">Passive: Summons a <span class=\"standout\">Falcon</span> that fights with you.  Active: <span class=\"standout\">Falcon Strikes</span>: The <span class=\"standout\">Falcon</span> rapidly hits many enemies in the target area.<ul></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Feather Knives","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your Falcon now uses <span class=\"standout\">Feather Knives</span> at nearby enemies. This effect has a 10 second cooldown.  Your Falcon also throws a single Feather Knife whenever you consume <span class=\"standout\">Falconer's Mark</span>.<ul><li class=\"mod\"><span class=\"standout\">Feather Knives Cooldown (seconds)</span> <span class=\"val negative\">10</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Flask Satchel","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">Your Falcon has additional <span class=\"standout\">Acid Flask</span> charges.<ul><li class=\"mod\"><span class=\"standout\">Additional Acid Flask Charges</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Frightful Feathers","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your Falcon&#039;s <span class=\"standout\">Screech</span> now also fears enemies it hits.  Additionally, your Falcon moves to you when a hit leaves you at low health, and this effect will interrupt any skill it is currently using.  This effect can occur at most every 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Falcon Screech Fears</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Falcon Screech on you at Low Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Go For the Eyes!","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your critical strike chance modifiers now also apply to your <span class=\"standout\">Falcon</span>, but at a reduced ratio.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance Stat Ratio</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Hunter's Spoils","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">When your Falcon kills an enemy or hits a boss or rare enemy it restores health and mana to you based on your total attributes. This effect can occur from hits a limited number of times per 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Health Gain per 2 total attributes</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain per 40 total attributes</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Hit Effect Limit per 3 Seconds</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Is it a bird?","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">Your Falcon deals more global damage (multiplicative with other modifiers).   This effect is tripled for <span class=\"standout\">Falcon Strikes</span>.<ul><li class=\"mod\"><span class=\"standout\">Falcon Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled for Falcon Strikes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Marking Strikes","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">Your Falcon&#039;s other hits now have a chance to inflict <span class=\"standout\">Falconer's Mark</span>.<ul><li class=\"mod\"><span class=\"standout\">Falcon Chance to inflict Falconer's Mark</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Parrotkin","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">When you directly use <span class=\"standout\">Acid Flask</span> your Falcon has a chance to gain additional <span class=\"standout\">Acid Flask</span> charges.<ul><li class=\"mod\"><span class=\"standout\">Chance to grant Falcon Acid Flask Charges</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Razor Wings","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Falcon Strikes</span> now cause your Falcon to swoop down in a line in front of you attacking all enemies in that line rather than hitting enemies individually.<ul><li class=\"mod\"><span class=\"standout\">Falcon Strikes -> Line Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rending Talons","usable":["Falconer"],"points":"4","effect":"<span class=\"mod\">A portion of your chance to inflict bleed, poison, shred armor, shred resistances, and slow on hit now also apply to your Falcon&#039;s hits.<ul><li class=\"mod\"><span class=\"standout\">Ailment Chances -> Falcon Hits</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Side by Side","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">When you directly use a melee, throwing, or bow attack and hit at least one enemy, you reduce a portion of <span class=\"standout\">Falcon Strike's</span> remaining cooldown.<ul><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Reduction after skill use</span> <span class=\"val\">-3% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Sidekick","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your Falcon now heavily prioritizes enemies close to the target location of your most recent melee, throwing or bow attack.<ul><li class=\"mod\"><span class=\"standout\">Falcon Prioritizes close to Recent Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Sky Chaser","usable":["Falconer"],"points":"3","effect":"<span class=\"mod\">A portion of your global throwing attack speed now applies to the Falcon&#039;s <span class=\"standout\">Feather Knives</span> ability as increased cooldown recovery speed.<ul><li class=\"mod\"><span class=\"standout\">Throwing Attack Speed -> Increased Cooldown Recovery Speed</span> <span class=\"val\">75% per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"The Blood Dance","usable":["Falconer"],"points":"2","effect":"<span class=\"mod\">If <span class=\"standout\">Falcon Strikes</span> kills an enemy it will hit an additional time.  Additionally, when <span class=\"standout\">Falcon Strikes</span> hits a boss or rare enemy it has a chance to hit an additional time.<ul><li class=\"mod\"><span class=\"standout\">Additional Falcon Strikes hits on kill</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">10% chance for Additional hits on Boss or Rares</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Toxic Airdrop","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your Falcon now throws <span class=\"standout\">Acid Flasks</span> for you. <span class=\"standout\">Acid Flasks</span> thrown by the Falcon scale with your stats and your <span class=\"standout\">Acid Flask</span> tree, but can apply <span class=\"standout\">Falcon's Mark</span> from <span class=\"standout\">Marking Strikes</span>.  This effect consumes mana equal to a portion of your <span class=\"standout\">Acid Flask's</span> mana cost and has a 6 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Acid Flask Cooldown (seconds)</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Acid Flask Mana Consumption</span> <span class=\"val negative\">75%</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Trained to Hunt","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">A portion of the highest of your global increased melee damage, increased throwing damage, or increased bow damage now apply to all your Falcon&#039;s damage.<ul><li class=\"mod\"><span class=\"standout\">Highest Increased Damage -> Falcon Damage</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Wake of Wings","usable":["Falconer"],"points":"5","effect":"<span class=\"mod\">When you consume <span class=\"standout\">Falconer's Mark</span> you gain the <span class=\"standout\">Falcon's Wake</span> buff for a short duration.   This buff grants you increased movement speed, attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Movespeed with buff</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Attack and Cast Speed</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Watchful Eye","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">Your Falcon now more heavily prioritizes enemies close to you during combat.<ul><li class=\"mod\"><span class=\"standout\">Falcon Prioritizes close to You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Falconry","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Wingspan","usable":["Falconer"],"points":"1","effect":"<span class=\"mod\">A portion of your global increased area for area skills now applies to the width of <span class=\"standout\">Falcon Strikes</span>.  Additionally, <span class=\"standout\">Falcon Strikes</span> deals more damage (multiplicative with other modifiers) if you have directly used an area skill in the past 8 seconds.<ul><li class=\"mod\"><span class=\"standout\">Area Skills -> Falcon Strikes Area</span> <span class=\"val\">80%</span></li><li class=\"mod\"><span class=\"standout\">Falcon Strikes Damage after Area skill use</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Acid Snare","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net&#039;s base physical damage is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to physical damage.  Bleed chance on hit from all sources is converted to poison chance for Net.  Net gains the <span class=\"standout\">Poison</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Poison Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Acrobatic","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now jump further when using Net and it has a reduced cooldown.  Net gains the <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Jump Distance Per Dex</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Counts as Traversal Skill</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reduced Cooldown Duration</span> <span class=\"val\">35%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Advanced Engineering","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Net snares enemies in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+16% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Agile Hunter","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You jump further when using Net.<ul><li class=\"mod\"><span class=\"standout\">Jump Distance</span> <span class=\"val\">+12%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Assault of the Huntress","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You now jump forwards when using Net instead of backwards and it is thrown behind you.<ul><li class=\"mod\"><span class=\"standout\">Jump Forward</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Barbed Net","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net causes enemies to take physical damage over time and causes them to bleed each second.<ul><li class=\"mod\"><span class=\"standout\">Deals Physical Damage Over Time</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed Stacks Per Second</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Bold Throw","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">You no longer flip back when using Net.<ul><li class=\"mod\"><span class=\"standout\">No Longer Flips Back</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Curved Hooks","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Net deals more damage (multiplicative with other modifiers) and bleeds that it inflicts last longer.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Engineering Smarts","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Net has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Entangled Weapons","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Netted enemies deal less physical damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Physical Damage From Netted Enemies</span> <span class=\"val\">-12%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Exposed Bait","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Your <span class=\"standout\">Falcon</span> deals more global damage (multiplicative with other modifiers) to netted enemies.<ul><li class=\"mod\"><span class=\"standout\">Falcon Damage To Netted Enemies</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Hunters of Heorot","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net&#039;s hits chill bosses and rare enemies while other enemies are stunned for a short duration. Additionally, you gain mana for each moving enemy hit.  This effect adds a 10 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Chill Stacks On Bosses And Rares</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Stun Duration (seconds)</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Into the Shadows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When directly using Net you now throw a <span class=\"standout\">Smoke Bomb</span> after jumping.<ul><li class=\"mod\"><span class=\"standout\">Smoke Bomb After Jump</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Leading the Hunt","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Using Net grants you the <span class=\"standout\">Huntress Advantage</span> buff for a short duration, granting you more global damage (multiplicative with other modifiers) against slowed or immobilized enemies.<ul><li class=\"mod\"><span class=\"standout\">Huntress Advantage Duration (seconds)</span> <span class=\"val\">2 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Against Slowed Or Immobilized</span> <span class=\"val\">+10%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Net","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Leaps backwards and throws a net which snares enemies and deals physical damage. Netted bosses and rare enemies have 35% less movement speed, and other enemies are immobilized.<ul></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Net Trap","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net now throws a trap that releases a net at a nearby enemy when it triggers.  You can have a maximum of 6 Net Traps active at once and they last up to 30 seconds.<ul><li class=\"mod\"><span class=\"standout\">Throw Net Trap</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Max Net Traps</span> <span class=\"val\">6</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Quick Throws","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">While you have <span class=\"standout\">Huntress Advantage</span> you now also have global increased throwing attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed With Buff</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Rending Wires","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Net&#039;s hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Server of Tricks","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You now throw additional Net traps with each throw, but Net costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Traps Thrown</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Silvered Spikes","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Improves <span class=\"standout\">Caltrops'</span> base critical strike chance from all sources per 10% global slow chance.<ul><li class=\"mod\"><span class=\"standout\">Caltrops Crit Chance Per 10% Slow Chance</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Spear Trap","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net Traps now also use <span class=\"standout\">Puncture</span> for you when they are triggered. This will use the melee or bow version of Puncture depending on your equipped weapon.  This consumes mana equal to a portion of <span class=\"standout\">Puncture's</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Trap Uses Puncture</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Puncture Mana Consumption</span> <span class=\"val\">115%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Strongly Woven","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Net snares enemies for a longer duration.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Surprise Snare","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net&#039;s hits cannot be dodged.<ul><li class=\"mod\"><span class=\"standout\">Canot Be Dodged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Tangled and Prone","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Netted enemies and enemies slowed by the <span class=\"standout\">Tanglewire</span> node cannot dodge and cannot avoid critical strikes.<ul><li class=\"mod\"><span class=\"standout\">Enemies Cannot Dodge</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Enemies Cannot Avoid Crits</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Tanglewire","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Net&#039;s hits slows enemies.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks When Free</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Tinkerer's Combo","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">If Net hits an enemy you now also throw <span class=\"standout\">Caltrops</span> at your target location where the Net hits.  This effect can occur once per 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Caltrops At Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Caltrops per 2 Seconds</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Trapper's Crescendo","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net deals more damage (multiplicative with other modifiers) scaling with your dodge chance.<ul><li class=\"mod\"><span class=\"standout\">Damage Per 1% Dodge Chance</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Trickster Artist","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When using Net you drop <span class=\"standout\">Caltrops</span> at your starting location after jumping.<ul><li class=\"mod\"><span class=\"standout\">Drops Caltrops</span> <span class=\"val\"></span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Voltaic Device","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Net&#039;s base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.  Bleed chance on hit from all sources is converted to lightning resistance shred for Net.  Additionally, Net deals more damage (multiplicative with other modifiers) per global shock chance.  Swaps Net&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Lightning Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Lightning Res Shred Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Per Global Shock Chance</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Weakening Threads","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Net&#039;s hits apply frailty to enemies.<ul><li class=\"mod\"><span class=\"standout\">Frailty Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Net","skill-group":"Falconer","class":"Rogue","mastery":"Falconer","name":"Zone of Control","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Caltrops</span> from all sources deal damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Caltrops Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Accessible","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Black Arrows</span> are summoned more frequently. This does not cause more arrows to be summoned and also causes <span class=\"standout\">Dark Quiver</span> to have a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Arrow Frequency</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Archer's Focus","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants more damage (multiplicative with other modifiers) to your next bow attack, but consume additional mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arrow of the Trickster","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> creates a <span class=\"standout\">Shadow</span> at the arrow&#039;s location.<ul><li class=\"mod\"><span class=\"standout\">Shadow on Pickup</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Bleak Arrow","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a Black Arrow grants your next <span class=\"standout\">Heartseeker</span> additional <span class=\"standout\">Recurve</span> chance.<ul><li class=\"mod\"><span class=\"standout\">Next Heartseeker Recurve Chance</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Crimson Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> grants you a stack of <span class=\"standout\">Crimson Shroud</span> for a short duration, granting you bleed chance and less damage over time taken. This stacks up to 3 times for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Crimson Shroud Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance per Crimson Shroud</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time Taken per Crimson Shroud</span> <span class=\"val\">-5%</span></li><li class=\"mod\"><span class=\"standout\">Max Crimson Shrouds</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Crippling Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> slows nearby enemies for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Slow Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Dark Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Requires a bow.  Summons 7 Black Arrows that rain from the sky over 4 seconds, granting 100% increased damage to your next bow attack when retrieved.<ul></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Dragon Slayer","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> causes your next <span class=\"standout\">Cinder Strike</span> to instantly kill enemies that are below a health threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">15%</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Elemental Adept","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants a chance to freeze, shock or ignite enemies, depending on the element, to your next bow elemental attack.<ul><li class=\"mod\"><span class=\"standout\">Cold -> Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning -> Shock Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire -> Ignite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fatal Barrage","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> improves your next <span class=\"standout\">Flurry's</span> base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Flurry Base Crit Chance</span> <span class=\"val\">+3%</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fend Off","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> knocks nearby enemies back 4 meters.<ul><li class=\"mod\"><span class=\"standout\">Knockback Distance</span> <span class=\"val\">4m</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fiery Vengeance","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> resets the combo of <span class=\"standout\">Cinder Strike</span>.<ul><li class=\"mod\"><span class=\"standout\">Cinder Strike Combo Resets</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Grand Detonation","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> causes your next <span class=\"standout\">Detonating Arrow</span> to deal damage in a significantly larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heartseeker","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants increased critical strike chance to your next bow attack.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heavy Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants additional physical damage to your next bow attack.<ul><li class=\"mod\"><span class=\"standout\">Additional Physical Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heavy Artillery","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Ballistae</span> that have been buffed by at least 4 <span class=\"standout\">Black Arrows</span> always critically strike.<ul><li class=\"mod\"><span class=\"standout\">Always Crits With 4 Arrows</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Keen Shots","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> grants active <span class=\"standout\">Ballistae</span> increased attack speed while they are alive.  This effect stacks up to 4 times.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Buff Stacks</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Lacerating Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants <span class=\"standout\">Puncture</span> additional physical penetration and bleed chance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Large Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Additional <span class=\"standout\">Black Arrows</span> are summoned, but the arrows are summoned at the same frequency causing <span class=\"standout\">Dark Quiver</span> to have a longer duration.<ul><li class=\"mod\"><span class=\"standout\">Black Arrows</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Mending","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> restores health.<ul><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">20 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Nature's Focus","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants increased elemental damage to your next bow attack.<ul><li class=\"mod\"><span class=\"standout\">Increased Elemental Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Nightfall","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> grants you a stack of <span class=\"standout\">Dusk Shroud</span> for 4 seconds, granting you glancing blow chance and dodge rating. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Perfect Bolts","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> grants active <span class=\"standout\">Ballistae</span> additional bow physical damage while they are alive.  This effect stacks up to 4 times.<ul><li class=\"mod\"><span class=\"standout\">Bow Physical Damage</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Max Buff Stacks</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Quick Draw","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> grants you the Frenzy buff, granting you 20% increased attack and cast speed for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Quickened Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">You instantly summon a number of <span class=\"standout\">Black Arrows</span> on use. The rest are spread out over the normal duration.<ul><li class=\"mod\"><span class=\"standout\">Instant Arrows</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Rending Shots","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants a chance to shred enemy physical resistance to your next bow attack.<ul><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Resolve","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Picking up a <span class=\"standout\">Black Arrow</span> restores mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Restored</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Scourge Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants increased damage over time to your next bow attack.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Tide of Darkness","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> causes your next <span class=\"standout\">Hail of Arrows</span> to deal increased damage over time equal to twice your critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Crit Chance -> Damage Over Time</span> <span class=\"val\">200%</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Toxic Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> grants additional poison penetration and poison chance to your next bow attack.<ul><li class=\"mod\"><span class=\"standout\">Poison Penetration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Trueshot","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> causes your next <span class=\"standout\">Multishot</span> to pierce additional enemies (continue through targets they hit).<ul><li class=\"mod\"><span class=\"standout\">Enemies Pierced</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Umbral Resolution","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Using a <span class=\"standout\">Black Arrow</span> consumes all active <span class=\"standout\">Shadows</span> to grant your next bow attack more damage (multiplicative with other modifiers) per <span class=\"standout\">Shadow</span> consumed.  Consuming at least 3 <span class=\"standout\">Shadows</span> grants significantly more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage With At Least 3 Shadows</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Consumes Shadows</span> <span class=\"val\"></span></li></ul>"},{"skill":"Dark Quiver","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Until Dawn","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Using a bow attack grants you a chance to summon a <span class=\"standout\">Black Arrow</span> at a random nearby location. This effect has a 3 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Arrow On Bow Skill Use Chance</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Aimed Shot","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Detonating Arrow can now be charged up for up to 2 seconds, causing it to pierce a number of enemies (continue through targets it hits) per 0.5 seconds charged up.<ul><li class=\"mod\"><span class=\"standout\">Maximum Time Charged (seconds)</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Enemies Pierced Per 0.5 Seconds</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arcing Blast","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">The explosion causes <span class=\"standout\">Lightning Tendrils</span> to chain out to other nearby targets. This can&#039;t hit enemies hit by the explosion.  This has no effect if Detonating Arrow&#039;s damage is converted.<ul><li class=\"mod\"><span class=\"standout\">Maximum Targets</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arrow of Delay","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Detonating Arrow causes enemies to have less movement speed (multiplicative with other modifiers) for each arrow attached.<ul><li class=\"mod\"><span class=\"standout\">Enemy Movespeed</span> <span class=\"val\">-4% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Barrage","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Detonating Arrow now explodes on impact in a cone behind the target rather than a circle, but no longer has an arming time.<ul><li class=\"mod\"><span class=\"standout\">Circle -> Cone Area</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">No Arming Time</span> <span class=\"val\"></span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Beastslayer Arrow","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Detonating Arrow deals more damage (multiplicative with other modifiers) and has a longer arming time. The explosion deals more hit damage (multiplicative with other modifiers) per second the arrow spent arming.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Arming Time</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Explosion Hit Damage Per Second</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Concentration","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">The explosion deals more damage (multiplicative with other modifiers), but in a smaller area (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Less Explosion Radius</span> <span class=\"val negative\">15% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Copper Dust Arrow","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Detonating Arrow causes enemies to have less elemental resistance while they have at least 1 arrow attached.<ul><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Deadly Ailments","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Ailments inflicted by Detonating Arrow deal more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+25%</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Delayed Detonation","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Detonating Arrow has a longer arming time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Arming Time</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Detonating Arrow","usable":["Marksman"],"points":"0","effect":"<span class=\"mod\">Requires a bow.  Fires an arrow that embeds itself in a target then explodes after 0.6 seconds.<ul></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Dragon Arrow","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">The explosion base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage.  Shock chance from all sources is converted to ignite chance and effects related to shock now depend on ignite instead.  Swaps Detonating Arrow&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Fire Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fastshot","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Detonating Arrow has increased attack speed and shock applied by this skill last longer.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Shock Duration</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Frostfang Arrow","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Detonating Arrow&#039;s base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also gains a base freeze rate.  Shock chance from all sources is converted to chill chance.  Swaps Detonating Arrow&#039;s <span class=\"standout\">Lightning</span> tag for a <span class=\"standout\">Cold</span> tag.   This has no effect if Detonating Arrow is converted to fire with <span class=\"standout\">Dragon Arrow</span>.<ul><li class=\"mod\"><span class=\"standout\">Lightning -> Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Shock -> Chill Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+60</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Frozen Resonance","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Detonating Arrow has a higher chance based on your uncapped Cold Resistance.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate per 1% Cold Res</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Infused Discharge","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Detonating Arrow consumes a portion of your current mana to deal more damage (multiplicative with other modifiers) based on the mana consumed, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Current Mana Consumed</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">More Damage per Mana Consumed</span> <span class=\"val\">2%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Mana Consumed</span> <span class=\"val\">20 per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Jolting Charge","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Detonating Arrow has a chance to shock enemies, but the explosion hit deals less hit damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Explosion Hit Damage</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Lethal Blast","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">The explosion hit deals more damage (multiplicative with other modifiers) per 5% health the enemy is missing.<ul><li class=\"mod\"><span class=\"standout\">Explosion Hit Damage per 5% Missing Health</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Loaded Quiver","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">You can store an additional charge of Detonating Arrow.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Mana Arrow","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Detonating arrow no longer costs mana and instead restores mana when you directly use it and hit at least one enemy. However it now only has a small chance of exploding.<ul><li class=\"mod\"><span class=\"standout\">No Mana Cost</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Gained On Hit</span> <span class=\"val\">8</span></li><li class=\"mod\"><span class=\"standout\">Explosion Chance</span> <span class=\"val negative\">15%</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Navigator's Shot","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Detonating Arrow now slightly seeks out targets.<ul><li class=\"mod\"><span class=\"standout\">Homing Arrows</span> <span class=\"val\"></span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Outburst","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">The explosion deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Increased Explosion Area</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Piercing Thunder","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Lightning Tendrils</span> penetrate a portion of enemy lightning resistance and have a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Lightning Res Penetration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Pinpoint","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Detonating Arrow deals more damage (multiplicative with other modifiers) per second charged up.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Second Charged</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Quick Detonation","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Detonating Arrow has increased critical strike chance and it has reduced arming time.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Arming Time</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Rapid Detonation","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">If an enemy has an attached Detonating Arrow and gets hit again, it explodes the first arrow immediately.<ul><li class=\"mod\"><span class=\"standout\">Explodes Immediately</span> <span class=\"val\"></span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Scorpion Arrow","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">The explosion now poisons enemies on hit, but its hits deal less damage (multiplicative with other modifiers).  Detonating Arrow&#039;s base damage is convered to Physical. Consequently this damage scales with increases to physical damage, but not increases to lightning damage.  Shock chance from all sources is converted to poison chance.  Swaps Detonating Arrow&#039;s <span class=\"standout\">Lightning</span> tag for <span class=\"standout\">Poison</span> and <span class=\"standout\">Physical</span> tags.  This has no effect if Detonating Arrow is converted to fire or cold with <span class=\"standout\">Dragon Arrow</span> or <span class=\"standout\">Frostfang Arrow</span>.<ul><li class=\"mod\"><span class=\"standout\">Shock -> Poison Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Explosion Poison Chance</span> <span class=\"val\">+200%</span></li><li class=\"mod\"><span class=\"standout\">Base Lightning Damage -> Physical</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Explosion Hit Damage</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Shock Arrow","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Detonating Arrow has a chance to shock enemies.<ul><li class=\"mod\"><span class=\"standout\">Shock Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Suckerpunch Arrow","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">When you hit an enemy with Detonating Arrow that already has an arrow attached to them, the explosion deals more damage in a larger area (multiplicative with other modifiers).   <span class=\"standout\">Suckerpunch Arrow</span> will not attach an additional Detonating Arrow.<ul><li class=\"mod\"><span class=\"standout\">Explosion Hit Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">More Explosion Area</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Thundersteel Arrow","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Detonating Arrow now has a cooldown, but when you directly use it, it deals more damage in a significantly larger area (both multiplicative with other modifiers), and has an increased chance to stun.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">More Explosion Area</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Weak Spot","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Detonating Arrow critical strikes deal more damage and it has a chance to apply <span class=\"standout\">Critical Vulnerability</span> to enemies, making them easier to critically strike.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Vulnerability Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Detonating Arrow","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Well Crafted","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">The explosion deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Explosion Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Explosion Area</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Acid Rain","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows&#039; base physical damage is converted to poison. Consequently this damage scales with increases to poison damage, but not increases to physical damage.  Swaps Hail of Arrows&#039; <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Poison</span> tag.  Bleed chance from all sources is converted to poison chance.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Poison Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Poison Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Aim for the Heart","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Hail of Arrows deals more bow damage per stack of bleed on the enemy, up to a maximum. This does not affect ailment damage.<ul><li class=\"mod\"><span class=\"standout\">Bow Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arrow Spray","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows now fall in a forward advancing rectangle area rather than a circle.<ul><li class=\"mod\"><span class=\"standout\">Advancing Area</span> <span class=\"val\"></span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arsonist","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Hail of Arrows deals more bow damage to ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bow Damage vs Ignited</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Backup Volley","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">You can store additional charges of Hail of Arrows, but it has a shorter duration (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Less Duration</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Blighted Arrows","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has a chance to apply <span class=\"standout\">Frailty</span> to enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Blot Out the Sun","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">You have a chance to gain a stack of <span class=\"standout\">Dusk Shroud</span> each second for 2 seconds while inside the area, granting you glancing blow chance and dodge rating. This effect can stack.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Glancing Blow Chance</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+50</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Condemn","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Barrage of Arrows</span> immobilizes enemies for a short duration. Rare enemies and bosses are slowed instead.<ul><li class=\"mod\"><span class=\"standout\">Immobilized Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Crystal Arrows","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows&#039; base physical damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to physical damage. It also has a chance to freeze enemies each second.  All slow chance from this tree is converted to chill chance and effects related to slow now depend on chill instead.  Swaps Hail of Arrows&#039; <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Cold</span> tag.  This has no effect if Hail of Arrows is converted to poison with <span class=\"standout\">Acid Rain</span>.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Cold Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slow -> Chill Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">60</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Deadly Draw","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Hail of Arrows costs less mana and has a shorter cooldown, but has a longer delay before the arrows fall.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Delay</span> <span class=\"val negative\">+25% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Endless Barrage","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows is now channeled and can be retargeted while you are channelling. It costs less initial mana, but rapidly drains your mana.  Channelled Hail of Arrows&#039; delay is halved, and increases to its delay are halved.<ul><li class=\"mod\"><span class=\"standout\">Channeled</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-40</span></li><li class=\"mod\"><span class=\"standout\">Delay And Increases To Delay</span> <span class=\"val\">-50%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">23</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fight in the Shade","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows now also grants a stack of <span class=\"standout\">Dusk Shroud</span> to allies each second for 2 seconds while inside the area.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud To Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Focus","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Frost Shots","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has increased chance to freeze enemies each second and has increased chill duration.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate Multiplier</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Duration</span> <span class=\"val\">+ 20% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Hail Of Arrows","usable":["Marksman"],"points":"0","effect":"<span class=\"mod\">Requires a bow.  Launch a hail of arrows into the sky that rain down on the target location over 3.5 seconds.<ul></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Headshot","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Hail of Arrows deals more bow damage to stunned enemies (multiplicative with other modifiers). This does not affect ailment damage.<ul><li class=\"mod\"><span class=\"standout\">Bow Damage vs Stunned</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Lethality","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has a chance to inflict enemies with <span class=\"standout\">Crit Vulnerability</span> each second.<ul><li class=\"mod\"><span class=\"standout\">Critical Vulnerability Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Nowhere to Hide","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows deals more bow damage (multiplicative with other modifiers) over its duration scaling up to a maximum. This does not affect damaging ailments.<ul><li class=\"mod\"><span class=\"standout\">Bow Damage Per Second</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage Bonus</span> <span class=\"val\">16% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Pin Down","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has a chance to slow enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Pristine Fletcher","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows deals more damage (multiplicative with other modifiers), but in a smaller area (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+18% per point</span></li><li class=\"mod\"><span class=\"standout\">Radius</span> <span class=\"val negative\">-6% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Quick Draw","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Hail of Arrows costs less mana, but has a shorter duration (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-15% per point</span></li><li class=\"mod\"><span class=\"standout\">Less Duration</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Scorched Earth","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows&#039; base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.  Bleed chance from all sources is converted to ignite chance and effects related to bleed now depend on ignite instead.  Swaps Hail of Arrows&#039; <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Fire</span> tag.  This has no effect if Hail of Arrows is converted to cold with <span class=\"standout\">Crystal Arrows</span> or to poison with <span class=\"standout\">Acid Rain</span>.<ul><li class=\"mod\"><span class=\"standout\">Physical -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Silver Arrows","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Improves <span class=\"standout\">Barrage of Arrows'</span> base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Skystrike","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows now also shoots a <span class=\"standout\">Barrage of Arrows</span> on use dealing bow physical damage, but costs more mana. This does not scale with damage over time.<ul><li class=\"mod\"><span class=\"standout\">Initial Barrage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+25%</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Soul Stealer Arrows","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Hail of Arrows leeches a portion of the bow damage it deals as health.<ul><li class=\"mod\"><span class=\"standout\">Bow Health Leech</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Steady","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Hail of Arrows lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Sundering Rain","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has a chance to shred enemy armor each second.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Tear Flesh","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has a chance to cause enemies to bleed each second.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"The Hunt","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Hail of Arrows lasts significantly longer (multiplicative with other modifiers), but you can only have one Hail of Arrows active at a time.   Using Hail of Arrows again causes the old instance to stop.<ul><li class=\"mod\"><span class=\"standout\">More Duration</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">One Active Hail Of Arrows</span> <span class=\"val\"></span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Venom Arrows","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">Hail of Arrows has a chance to poison enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Hail of Arrows","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Volley","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Hail of Arrows deals damage in a larger area<ul><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"A Storm of Arrows","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Whenever Heartseeker <span class=\"standout\">Recurves</span>, it extends the duration of your most recent <span class=\"standout\">Hail of Arrows</span> by a small amount, up to 10 times per use of <span class=\"standout\">Hail of Arrows</span>.<ul><li class=\"mod\"><span class=\"standout\">Hail of Arrows Duration On Recurve</span> <span class=\"val\">+0.2 per point</span></li><li class=\"mod\"><span class=\"standout\">Max Duration Extensions</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Against All Odds","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker&#039;s hits cannot be dodged and it deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arrow Mastery","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker has an additional chance to <span class=\"standout\">Recurve</span>.<ul><li class=\"mod\"><span class=\"standout\">Recurve Chance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Arrow of the Ravager","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker has an additional chance to <span class=\"standout\">Recurve</span>, and it deals more damage (multiplicative with other modifiers), but it now has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Recurve Chance</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Blades of the Pyre","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Heartseeker has a chance to grant you a <span class=\"standout\">Burning Dagger</span> on <span class=\"standout\">Recurve</span> consuming mana.<ul><li class=\"mod\"><span class=\"standout\">Burning Dagger Chance On Recurve</span> <span class=\"val\">34# per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">2</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Blightshot","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker&#039;s hits have a chance to poison enemies and poison it inflicts last longer.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Poison Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Bloodseeker","usable":["Marksman"],"points":"5","effect":"<span class=\"mod\">You leech a portion of Heartseeker&#039;s damage and it has an additional chance to <span class=\"standout\">Recurve</span>.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Recurve Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Bonepiercer","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Heartseeker deals more bow damage (multiplicative with other modifiers) after each recurve, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Bow Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Damage Bonus Stacks</span> <span class=\"val\">12</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Controlled Icicle","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker&#039;s base physical damage is converted to cold and it now has a base freeze rate. Consequently this damage scales with increases to cold damage, but not increases to physical damage.  Bleed chance on hit from all sources is converted to frostbite chance for Heartseeker.  Swaps Heartseeker&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Cold</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Cold Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Frostbite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Freeze Rate</span> <span class=\"val\">40</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Decimating Spike","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Heartseeker has additional critical strike chance and its critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Deep Rust","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Armor shred chance from all sources is converted to poison chance.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred -> Poison Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Dragonfang","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Consecutive <span class=\"standout\">Recurves</span> each grant a stack of <span class=\"standout\">Dragonfang</span> for 10 seconds. Higher stacks can only be achieved by a higher amount of consecutive <span class=\"standout\">Recurves</span>, up to a maximum of 20.<ul><li class=\"mod\"><span class=\"standout\">Dragonfang On Recurve</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bow Fire Damage Per Stack</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Fire Damage Per Stack</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Throwing Fire Damage Per Stack</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Exposed","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker&#039;s hits have a chance to apply frailty and shred enemy armor, but it no longer seeks new targets when the first target dies.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">No Longer Seeks New Targets</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fletcher's Resurgence","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Your Heartseeker restores a charge whenever you pick up a <span class=\"standout\">Black Arrow</span>.<ul><li class=\"mod\"><span class=\"standout\">Charge Reset On Black Arrow</span> <span class=\"val\"></span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Frozen Splinter","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Heartseeker penetrate additional cold resistance scaling with your cold overcapped resistance.<ul><li class=\"mod\"><span class=\"standout\">Cold Penetration Per 10% Overcapped Cold Res</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Fury of the Hunt","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Directly using Heartseeker and hitting at least one enemy grants you frenzy for a short duration.   This effect has a 10 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Gloom Needle","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">When you directly use Heartseeker and hit at least one enemy, it has a chance to consume one of your <span class=\"standout\">Shadows</span> to use Heartseeker at the same target.<ul><li class=\"mod\"><span class=\"standout\">Chance To Consume Shadow</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heartdrain","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">When directly used, Heartseeker arrows have a chance to grant mana and health on hit.<ul><li class=\"mod\"><span class=\"standout\">Chance On Hit</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heartrender","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker&#039;s hits have a chance to cause enemies to bleed and bleed it inflicts penetrate enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration With Bleed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heartseeker","usable":["Marksman"],"points":"0","effect":"<span class=\"mod\">Requires a bow.  Shoot an arrow that seeks the heart of a nearby target, passing harmlessly through other enemies. Whenever it hits its target it has a chance to continue through it and <span class=\"standout\">Recurve</span> to strike it again.   Subsequent <span class=\"standout\">Recurve</span> chance is multiplied by 0.8 each time the arrow <span class=\"standout\">Recurves</span>. If the target dies, it will choose a new target.<ul></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Hidden Skewer","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Heartseeker has a chance on <span class=\"standout\">Recurve</span> to grant you a <span class=\"standout\">Dusk Shroud</span>, up to a maximum every 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Dusk Shroud Chance</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Times Per 2 Seconds</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Icy Impaler","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker&#039;s hits have a higher chance to freeze and have a chance to chill enemies.<ul><li class=\"mod\"><span class=\"standout\">Freeze Rate</span> <span class=\"val\">+20 per point</span></li><li class=\"mod\"><span class=\"standout\">Chill Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Molten Arrowstorm","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker&#039;s base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.   Bleed chance from all sources is converted to ignite chance.  Swaps Heartseeker&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Nimble Threads","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker has an additional chance to <span class=\"standout\">Recurve</span> scaling with Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Recurve Chance Per Dex</span> <span class=\"val\">+0.5%</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Relentless Volley","usable":["Marksman"],"points":"2","effect":"<span class=\"mod\">Heartseeker has additional charges.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Returning Darkness","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">After a Heartseeker arrow <span class=\"standout\">Recurves</span> at least 3 times, it has a chance to leave a <span class=\"standout\">Black Arrow</span> between you and the target enemy if the enemy is at least 6 meters away.  This effect can occur a limited number of times every 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Black Arrow Chance</span> <span class=\"val\">34# per point</span></li><li class=\"mod\"><span class=\"standout\">Black Arrows per 3 Seconds</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Seeping Wounds","usable":["Marksman"],"points":"3","effect":"<span class=\"mod\">Heartseeker deals more ailment damage (multiplicative with other modifiers) after each recurve, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Damage Bonus Stacks</span> <span class=\"val\">8</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Shadow Weaver's Grasp","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker now has a minimum chance to <span class=\"standout\">Recurve</span>.<ul><li class=\"mod\"><span class=\"standout\">Min Recurve Chance</span> <span class=\"val\">+66%</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Straight Through","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">When Heartseeker&#039;s target dies, you shoot <span class=\"standout\">Puncture</span> at a nearby enemy for each <span class=\"standout\">Recurve</span> it would have triggered after the target died.<ul><li class=\"mod\"><span class=\"standout\">Puncture Per Recurve After Death</span> <span class=\"val\"></span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Swift and Sure","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker has increased attack speed and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"The Red Veil","usable":["Marksman"],"points":"4","effect":"<span class=\"mod\">Heartseeker has a chance to grant you <span class=\"standout\">Crimson Shroud</span> on <span class=\"standout\">Recurve</span>.<ul><li class=\"mod\"><span class=\"standout\">Crimson Shroud Chance On Recurve</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Heartseeker","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Woven Grasp","usable":["Marksman"],"points":"1","effect":"<span class=\"mod\">Heartseeker now twists around in a semi-cirle to <span class=\"standout\">Recurve</span> and its hits have a chance to slow enemies.<ul><li class=\"mod\"><span class=\"standout\">Twists And Turns</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Back to Back","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When directly using Multishot, every 6th attack is a double shot.<ul><li class=\"mod\"><span class=\"standout\">Double Shot Every 6 Attacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Bodkin Points","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Multishot hits have a chance to apply armor shred on hit.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Critical Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot&#039;s critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Efficient Draw","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Multishot costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Giant Slayer","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Multishot arrows from the same attack can hit the same target and have an increased chance to stun enemies, but <span class=\"standout\">Multishot</span> deals significantly less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Projectiles Can Hit The Same Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">500%</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-80%</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Hang Loose","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot has increased attack speed and chance to gain <span class=\"standout\">Haste</span> when you use or trigger Multishot from another skill.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance to Gain Haste</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Heavy Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Multishot deals more damage (multiplicative with other modifiers), but hits in a smaller cone and can only shoot a maximum of 3 arrows.  Additionally, Multishot hits have a chance to shred enemy armor per arrow before the limit.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+35%</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Chance Per Arrow Before Limit</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Cone Width</span> <span class=\"val negative\">-50%</span></li><li class=\"mod\"><span class=\"standout\">Arrow Limit</span> <span class=\"val negative\">3</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Hit 'n' Run","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">You have a chance to gain <span class=\"standout\">Haste</span> for 2 seconds when you use Multishot while <span class=\"standout\">Stand My Ground</span> is activate.<ul><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Keep Pushing 'em Around","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Multishot hits have a chance to knock enemies on hit.  This effect only works on direct uses and has a 2 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Knockback Chance On Direct Use</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Large Quiver","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Multishot has additional arrows, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Extra Arrows</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Multishot","usable":["Bladedancer","Marksman","Falconer"],"points":"0","effect":"<span class=\"mod\">Requires a bow.  A bow attack that fires a cone of 5 arrows in the target direction. Aiming the cursor further from your character reduces the spread.<ul></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"No Easy Way Out","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Multishot hits have a chance to slow and inflict bleed on enemies.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Piercing Shots","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot arrows pierce enemies (continue through enemies hit) up to a limit.<ul><li class=\"mod\"><span class=\"standout\">Maximum Enemies Pierced</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Pincushion","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot penetrates enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Pinning Shots","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot deals more hit damage to slowed targets (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage To Slowed Target</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Point Blank","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot deals more hit damage, but deals less hit damage as it travels (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Less Hit Damage To Far Away Targets</span> <span class=\"val negative\">-25% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Quick Draw","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Multishot has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Rain of Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot hits in a wider cone.<ul><li class=\"mod\"><span class=\"standout\">Cone Width</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Readied Arrows","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Multishot has a chance to be shot when you use another bow attack with increased chance to stun, but it costs significantly more mana.<ul><li class=\"mod\"><span class=\"standout\">Autofire Chance On Bow Attack</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+100%</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Repeater Bow","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Reduce the amount of attacks to double shoot with Multishot.  Additionally, Multishot deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Fewer Attacks Between Double Shots</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Sniping","usable":["Bladedancer","Marksman","Falconer"],"points":"5","effect":"<span class=\"mod\">Multishot deals more damage (multiplicative with other modifiers) and arrows travel faster.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+7% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+7% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Stand My Ground","usable":["Bladedancer","Marksman","Falconer"],"points":"3","effect":"<span class=\"mod\">Multishot deals more damage (multiplicative with other modifiers) if you haven&#039;t moved in the past second.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Strong Pull","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Multishot deals more damage (multiplicative with other modifiers) when used directly, but has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Direct Use Damage</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-30%</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"The Maj'elkan Grasp","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">Multishot has increased slow and bleed duration per point of Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Slow Duration Per Dexterity</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration Per Dexterity</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Toxic Gift","usable":["Bladedancer","Marksman","Falconer"],"points":"2","effect":"<span class=\"mod\">Multishot hits have a chance to inflict poison.<ul><li class=\"mod\"><span class=\"standout\">Poison Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"True Strikes","usable":["Bladedancer","Marksman","Falconer"],"points":"4","effect":"<span class=\"mod\">Multishot has increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">75% per point</span></li></ul>"},{"skill":"Multishot","skill-group":"Marksman","class":"Rogue","mastery":"Marksman","name":"Won't Back Down","usable":["Bladedancer","Marksman","Falconer"],"points":"1","effect":"<span class=\"mod\">When you are out of mana Multishot is free to use, but it can&#039;t shoot more than a few arrows. Other bonuses still apply.<ul><li class=\"mod\"><span class=\"standout\">Free When Out-Of-Mana</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Maximum Projectiles</span> <span class=\"val negative\">3</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Avatar of the Spire","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammers are now thrown in a nova, with double the amount of additional hammers unless your hammers spiral. Hammer Throw hits deal additional throwing physical damage.<ul><li class=\"mod\"><span class=\"standout\">Hammers Thrown In Nova</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Double Extra Projectiles</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical Damage</span> <span class=\"val\">+12</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ballista","usable":["Void Knight","Forge Guard","Paladin"],"points":"6","effect":"<span class=\"mod\">Hammer Throw deals more damage (multiplicative with other modifiers) and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Battle Rouse","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw has a chance to grant you health on hit.<ul><li class=\"mod\"><span class=\"standout\">Health Gained</span> <span class=\"val\">20</span></li><li class=\"mod\"><span class=\"standout\">Chance To Gain Health</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Catapult","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Hammer Throw launches additional hammers, but Hammer Throw costs more mana.  Hammers from the same throw cannot hit the same enemy, unless they spiral.<ul><li class=\"mod\"><span class=\"standout\">Extra Projectiles</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Chaining Hammers","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Hammers chain to additional enemies.<ul><li class=\"mod\"><span class=\"standout\">Additional Chains</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Collision","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammer Throw deals more damage, but Hammer Throw hits no longer pierce (travel through enemies hit). Its hits have a higher chance to stun enemies, and the stuns they inflict last longer.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Pierce</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Disintegrating Aura","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Your hammers gain a <span class=\"standout\">Disintegrating Aura</span>, causing enemies nearby them to take void damage over time, but Hammer Throw costs additional mana and has less attack speed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Disintegrating Aura</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+8</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Enra's Technique","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammer Throw can no longer spiral, chain, or orbit.  If your hammers would spiral, they instead deal significantly more hit damage (multiplicative with other modifiers).  If your hammers would chain, they instead deal more critical damage for each time they would chain.  If your hammers would orbit you, they instead have additional base critical strike chance.  Hammer Throw hits deal increased damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Spiral -> Hit Damage</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier Per Chain</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"standout\">Orbit -> Base Crit Chance</span> <span class=\"val\">+4%</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Force of Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw deals more damage, and has a higher chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Guardian's Zeal","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Using Hammer Throw grants you a stack of <span class=\"standout\">Zeal</span> for 4 seconds, which increases your damage and critical strike chance by 10% per stack.<ul><li class=\"mod\"><span class=\"standout\">Global Increased Damage Per Zeal Stack</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Increased Crit Chance Per Zeal Stack</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Zeal Stacks</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hammer of Want","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammer Throw rips a <span class=\"standout\">Dark Orb</span> from enemies on hit, which travels back to you and grants 6 health and mana. Hammer Throw has a 5 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Dark Orb From Enemies Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Health Granted</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Mana Granted</span> <span class=\"val\">6</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hammer Throw","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Throws a hammer that returns to you after a short delay.  Added Throwing Damage is applied to each hit at 110% effectiveness.<ul></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hammer Vortex","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Your spiralling hammers now orbit you, but Hammer Throw costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Hammer Spiral Orbits You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Iron Spiral","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammers now travel in a spiral around you, but halves your amount of additional hammers and Hammer Throw costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Hammers Spiral</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Hammers pass through terrain</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Half Extra Projectiles</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+4</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Mana Starved Forging","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you are out of mana Hammer Throw is free.<ul><li class=\"mod\"><span class=\"standout\">Out-Of-Mana Cost</span> <span class=\"val\">0</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Overwhelm","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw deals more hit damage against stunned enemies (multiplicative with other modifiers) and the stuns they inflict last longer<ul><li class=\"mod\"><span class=\"standout\">More Hit Damage Vs Stunned</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rahyeh's Legacy","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Each stack of <span class=\"standout\">Zeal</span> also grants you added global ignite chance.<ul><li class=\"mod\"><span class=\"standout\">Global Ignite Chance Per Zeal Stack</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rapid Disintegration","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Disintegrating Aura</span> deals more damage, and Hammer Throw costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Disintegrating Aura Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rapid Throw","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ricochet","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammers chain to nearby enemies instead of returning to you. Hammer Throw can no longer throw extra projectiles, but it gains more damage and more attack speed (both multiplicative with other modifiers) for each extra projectile you would have thrown.<ul><li class=\"mod\"><span class=\"standout\">Additional Chains</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Damage per Extra Projectile</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed per Extra Projectile</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"val negative\">Hammers Do Not Return</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Shattering Force","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw hits have a chance to reduce enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armour Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Steadfast Path","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hammer Throw hits have a chance to deal double damage, but hammers no longer return to you.<ul><li class=\"mod\"><span class=\"standout\">Chance To Deal Double Damage</span> <span class=\"val\">35%</span></li><li class=\"mod\"><span class=\"standout\">Hammers Cannot Be Dodged</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Hammers Do Not Return</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Weighted Hammers","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw deals more damage (multiplicative with other modifiers), but hammers travels slower.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Winged Hammers","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Hammers travel faster.<ul><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Hammer Throw","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Zealot's Conviction","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Hammer Throw hits have a higher chance to deal double damage.<ul><li class=\"mod\"><span class=\"standout\">Chance To Deal Double Damage</span> <span class=\"val\">+13% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ardent Symbol","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">The <span class=\"standout\">Battle Standard</span> now lasts longer, but is still limited to one standard.<ul><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Banner of Restoration","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">The <span class=\"standout\">Battle Standard</span> now heals allies around it each second. The amount of health gained is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Per Second</span> <span class=\"val\">25 per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Battle Standard","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Now only 1 Javelin rains down at the target location, it deals more hit damage (multiplicative with other modifiers) and persists for 4 seconds, but has a cooldown.  It has a <span class=\"standout\">Battle Standard</span> attached granting you and other allies in its radius increased damage and added endurance threshold based on your attunement.<ul><li class=\"mod\"><span class=\"standout\">Javelin Hit Damage</span> <span class=\"val\">+300%</span></li><li class=\"mod\"><span class=\"standout\">Increased Damage Per Attunement</span> <span class=\"val\">+2%</span></li><li class=\"mod\"><span class=\"standout\">Endurance Threshold Per Attunement</span> <span class=\"val\">+2</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Beast Ender","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Improves Javelin&#039;s base critical strike chance and its critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Burning Strength","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin hits have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Capture the Flag","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If an enemy walks over the <span class=\"standout\">Battle Standard</span> it captures it and carries the flag until it expires.<ul><li class=\"mod\"><span class=\"standout\">Flag Can Be Captured</span> <span class=\"val\"></span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Divine Fury","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">When Javelin hits an enemy it now splits into additional piercing lightning spears which aim towards enemies close to the target, but Javelin itself can no longer pierce and it costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Piercing Lightning Spears</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"val negative\">Javelin No Longer Pierces</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2 per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Divine Intervention","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Battle Standard</span> now casts <span class=\"standout\">Smite</span> at targets nearby every 1.5 seconds.<ul><li class=\"mod\"><span class=\"standout\">Cast Smite Near Flag</span> <span class=\"val\"></span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Divine Throws","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Javelin&#039;s base physical damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to physical damage.  Ignite and bleed chance from all sources is converted to <span class=\"standout\">Electrify</span> for Javelin and effects related to bleed or ignite now depend on Electrify instead.  Physical resistance shred chance from all sources is converted to lightning resistance shred chance and effects related to Physical resistance shred now depend on lightning resistance shred instead.  Swaps Javelin&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Lightning</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Base Damage -> Lightning</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite And Bleed -> Electrify Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical -> Lightning Res Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Excellent Balance","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Javelin costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-3 per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Forceful Hurl","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Javelin gains physical and lightning penetration for each second you have been standing still up to a maximum duration.<ul><li class=\"mod\"><span class=\"standout\">Maximum Physical Penetration</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Lightning Penetration</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Duration (seconds)</span> <span class=\"val\">2.5</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Go for the Legs","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin hits have a chance to cause enemies to bleed and have a chance to slow.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Holy Spears","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Javelin deals more lightning damage (multiplicative with other modifiers) and its hits deal additional lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Hit Damage</span> <span class=\"val\">+8 per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Holy Trail","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Javelin now leaves behind a <span class=\"standout\">Holy Trail</span>, that deals fire and lightning damage to enemies each second, heals you and your allies each second and lasts for 6 seconds, but Javelin now has a cooldown. The amount of health gained is increased by healing effectiveness<ul><li class=\"mod\"><span class=\"standout\">Fire and Lightning Damage Trail</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Healing Per Second</span> <span class=\"val\">25</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Horde Spiker","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Javelin hits deal more damage (multiplicative with other modifiers) up to a maximum, for each enemy pierced.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Per Pierced Enemy</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Bonus Hit Damage</span> <span class=\"val\">40% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Javelin","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Hurl a javelin that pierces through every enemy in its path.  If you have a spear equipped added melee damage from the spear applies to Javelin as added throwing damage at 50% of its normal value. Added melee damage from other sources has no effect.  Added throwing damage applies at 250% effectiveness.<ul></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Keen Outlook","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin hits deal more hit damage (multiplicative with other modifiers) to enemies the farther away they are, up to a maximum of 15 meters.<ul><li class=\"mod\"><span class=\"standout\">Minimum Bonus Hit Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Bonus Hit Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Mighty Delivery","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin deals more damage (multiplicative with other modifiers) and has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Monster Piercer","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin hits deal more damage (multiplicative with other modifiers).  This effect is doubled against enemies on high health.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against High Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Path of Judgement","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Holy Trail</span> gains additional spell damage based on your increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per 5% Increased Healing Effectivenes</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Perfect Setup","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Directly using Javelin causes your next melee attack to costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Next Melee Attack Mana Cost</span> <span class=\"val\">-10 per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Pilgrimage","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Javelin deals more fire and lightning damage (multiplicative with other modifiers) and you have a chance to ignite and electrify enemies with melee attacks while Javelin is on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Ignite Chance on Cooldown</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Electrify Chance on Cooldown</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Purifying Lightning","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin has a chance to <span class=\"standout\">Electrify</span> enemies on hit. Electrify applied by Javelin has additional Lightning Penetration.<ul><li class=\"mod\"><span class=\"standout\">Electrify Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Penetration with Electrify</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Righteous Descend","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">The <span class=\"standout\">Battle Standard</span> casts <span class=\"standout\">Smite</span> more frequently and Smite cast this way has improved base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Smite Frequency</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Smite Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Sacred Forge","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Directly using Javelin and hitting an enemy causes your next <span class=\"standout\">Judgement</span> or <span class=\"standout\">Forge Strike</span> to deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Next Judgement Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Next Forge Strike Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Serrated Javelin","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Javelin hits have a chance to shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Siege Barrage","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You now throw Javelin into the air causing 4 javelins to rain down at target location dealing damage in an area, but it costs more mana.<ul><li class=\"mod\"><span class=\"standout\">4 Javelins Rain Down</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Spear to the Thigh","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Javelin deals more damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Spiked Bombardment","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Additional Javelins rain down, but Javelin costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Javelins</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20% per point</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Strategic Patience","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Javelin deals more damage, but has less attack speed (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+60%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Surprise Initiative","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Javelin is now a combo ability, the first part throws down the <span class=\"standout\">Battle Standard</span> and the second part causes you to <span class=\"standout\">Dash</span> to the flag.  Javelin&#039;s cooldown is now longer.<ul><li class=\"mod\"><span class=\"standout\">Dash To Flag Combo</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (Seconds)</span> <span class=\"val negative\">+2</span></li></ul>"},{"skill":"Javelin","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Warrior's Mark","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Javelin hits have a chance to apply <span class=\"standout\">Frailty</span> per point of Strength and a chance to shred enemy physical resistance per point of Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance Per Strength</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance Per Dex</span> <span class=\"val\">+1% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ambuscade","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Lunge deals more melee damage to enemies at high health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage To High Health</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Art of the Spear","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Lunge&#039;s final hit now deals damage in an extended rectangle instead of a circle when using a spear.<ul><li class=\"mod\"><span class=\"standout\">Extended Area With Spear</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blade Stream","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Lunge now hits all enemies along its path to your target.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Along Path</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Broadside","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Lunge deals damage in a wider area along its path.<ul><li class=\"mod\"><span class=\"standout\">Path Width</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Crusader's Fury","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">After using Lunge you gain additional physical penetration per enemy hit along the path. This buff lasts 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration Per Enemy</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Cull the Weak","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Lunge hits instantly kills enemies that are below a health threshold (a percentage of their maximum health). The threshold is based on distance traveled up to a maximum.  If you have a similar effect from an item or passive node then the highest threshold is used.<ul><li class=\"mod\"><span class=\"standout\">Maximum Kill Threshold</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Distance Benefit (meters)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dawn Charge","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You regain a percentage of your missing health when you use Lunge.<ul><li class=\"mod\"><span class=\"standout\">Health Gain Of Missing Health</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Deadly Stab","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Improves Lunge&#039;s base critical strike chance when using a spear.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance With Spear</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Disarming Blow","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Lunge&#039;s final hit has a chance to apply <span class=\"standout\">Frailty</span> to enemies based on distance traveled up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Frailty Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Distance Benefit (meters)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Double Strike","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Lunge gains an additional charge, but it has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Lunge Charges</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Increased Cooldown Length</span> <span class=\"val negative\">+15%</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Endless Will","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Warrior's Renewal</span> recovers an additional amount of Lunge&#039;s cooldown and also grants you health when it triggers.<ul><li class=\"mod\"><span class=\"standout\">Additional Cooldown Recovery</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gain</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Healing Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You now heal allies and cleanse negative ailments on allies you Lunge to. The amount of health gained is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Amount</span> <span class=\"val\">50 per point</span></li><li class=\"mod\"><span class=\"standout\">Cleanses Ailments On Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Holy Incursion","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Lunge&#039;s final hit has a chance to cast <span class=\"standout\">Smite</span> at up to 3 nearby targets based on distance traveled up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Smite Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Distance Benefit (meters)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Impairing Strike","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Lunge&#039;s final hit now <span class=\"standout\">Immobilizes</span> enemies for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Immobilize Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Initiate's Onslaught","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Lunge&#039;s final hit deals more damage (multiplicative with other modifiers) in a larger area based on distance traveled up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Damage</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Area</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Distance Benefit (meters)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Juggernaut Dash","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">You have a high chance to block while Lunging.<ul><li class=\"mod\"><span class=\"standout\">Block Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Lead the Charge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You grant other nearby allies <span class=\"standout\">Haste</span> at the end of the charge for a short duration based on distance traveled, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Maximum Haste Duration</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Maximum Distance Benefit (meters)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Lunge","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Dash to a nearby enemy and strike it with your weapon. Cannot be used without a target. Costs more mana the further away the target is.<ul></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Pilum Assault","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Lunge&#039;s final hit now causes you to use <span class=\"standout\">Javelin</span> when using a spear.  This consumes Javelin&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Javelin After Lunging With Spear</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ready or Not","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Killing an enemy with Lunge resets the cooldowns of <span class=\"standout\">Void Cleave</span><span class=\"standout\">Erasing Strike</span><span class=\"standout\">Forge Strike</span> and <span class=\"standout\">Judgement</span><ul><li class=\"mod\"><span class=\"standout\">Void Cleave Cooldown Resets</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Erasing Strike Cooldown Resets</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Judgement Cooldown Resets</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Forge Strike Cooldown Resets</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Reckless Skirmish","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Killing an enemy with Lunge grants you <span class=\"standout\">Frenzy</span> for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rough Cuts","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Lunge hits have a chance to cause enemies to bleed along its path but not its final hit.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance Along Path</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Slipstream","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Other allies caught in the path gain <span class=\"standout\">Haste</span> for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"To Your Aid","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can now Lunge to other allies.<ul><li class=\"mod\"><span class=\"standout\">Lunge to Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Torchbearer","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Lunge&#039;s base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage or other damage types.  Bleed chance from all sources is converted to ignite chance.  Swaps Lunge&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Fire</span> tag.  This has no effect if you have taken the <span class=\"standout\">Voidbringer</span> node.<ul><li class=\"mod\"><span class=\"standout\">Base Damage Converted To Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Unstoppable","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You are invulnerable while Lunging.<ul><li class=\"mod\"><span class=\"standout\">Invulnerability While Lunging</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Visceral Path","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Lunge deals more damage to enemies along its path and with its final hit.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Voidbringer","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Lunge&#039;s base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types.  Bleed chance from all sources is converted to chance to inflict <span class=\"standout\">Time Rot</span>.  Swaps Lunge&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Void</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Base Damage Converted To Void</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Time Rot Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Lunge","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Warrior's Renewal","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You reduce a portion of Lunge&#039;s remaining cooldown when you use a different melee attack and hit at least one enemy.   This effect can only occur a limited number of times per use of Lunge.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Attacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Aggressive Cadence","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Multistrike has an additional sword while you are at maximum stacks of Armament and wielding a two-handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Additional Sword At Max Stacks With 2h</span> <span class=\"val\"></span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Alpha Cuts","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Improves Multistrike&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Bladed Focus","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">When you drop below 0 mana, you consume all stacks of Armament to restore mana per stack.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain Per Stack</span> <span class=\"val\">7 per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Bladestorm","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you create more additional swords than there are nearby enemies, each remaining sword can consume mana to strike the nearest enemy, even if it was hit by the initial attack.<ul><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blitz","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Multistrike penetrates enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Decimate","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Multistrike hits have a chance to inflict bleed on enemies per stack of Armament.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance Per Stack</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Determination","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Multistrike deals more damage (multiplicative with other modifiers) while you are at maximum stacks of Armament.<ul><li class=\"mod\"><span class=\"standout\">Damage At Max Stacks</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Doctrine of the Anvil","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can have an additional maximum stack of Armament, but Multistrike has less attack speed per stack (multipicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Max Stacks</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed Per Stack</span> <span class=\"val negative\">-3%</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Echoed Warfare","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Multistrike attacks repeated by your <span class=\"standout\">Echoes</span> have additional swords.<ul><li class=\"mod\"><span class=\"standout\">Additional Swords For Echoes</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Fiery Justice","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While at maximum stacks of Armament and positive mana, attacking with Multistrike will consume all stacks and 40 mana to use <span class=\"standout\">Forge Strike</span>.<ul><li class=\"mod\"><span class=\"standout\">Forge Strike At Max Stacks</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">All Stacks Consumed</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed</span> <span class=\"val negative\">+40</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Flanking Strikes","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you have 0 stacks of Armament you have an additional sword when using Multistrike, as if you had 1 stack.<ul><li class=\"mod\"><span class=\"standout\">Additional Sword At 0 Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Forgemastery","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Multistrike has a chance to consume a stack of Armament while at maximum stacks to summon a <span class=\"standout\">Forged Weapon</span>.<ul><li class=\"mod\"><span class=\"standout\">Chance To Summon Weapon</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Guarding Stance","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You have additional armor and block effectiveness per stack of Armament.<ul><li class=\"mod\"><span class=\"standout\">Armor Per Stack</span> <span class=\"val\">+30 per point</span></li><li class=\"mod\"><span class=\"standout\">Block Effectiveness Per Stack</span> <span class=\"val\">+30 per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Guillotine","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Multistrike deals more melee damage (multiplicative with other modifiers) per stack of bleed up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Per Bleed</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hack and Slash","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You now strike twice with Multistrike, but the full attack takes significantly longer. Each additional sword is now replaced with an axe that strikes its target twice.<ul><li class=\"mod\"><span class=\"standout\">Double Initial Strike</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Attack Duration</span> <span class=\"val negative\">+70%</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hallowed Arsenal","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Each additional sword is replaced with <span class=\"standout\">Smite</span>.  Smite cast this way costs its full mana cost per cast.<ul><li class=\"mod\"><span class=\"standout\">Sword -> Smite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Heated Forge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Directly using <span class=\"standout\">Forge Strike</span> consumes all stacks of Armament to summon additional <span class=\"standout\">Forged Weapons</span> per stack.<ul><li class=\"mod\"><span class=\"standout\">Forged Weapons Per Stack</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Initiate","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">The initial strike deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Initial Strike Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Jousting","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Each additional sword is replaced with a spear, which stabs in an elongated area rather than a slash. This has no effect if swords are already converted to axes.  Additionally, Multistrike&#039;s critical strikes deal more damage while wielding a spear.<ul><li class=\"mod\"><span class=\"standout\">Sword -> Spear</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier With Spear</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Multistrike","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">A melee attack that grants a stack of <span class=\"standout\">Armament</span> if you hit at least one enemy.  Armament stacks up to 2 times and each stack lasts 3 seconds.  Each stack of <span class=\"standout\">Armament</span> causes an additional sword to strike a nearby enemy when you use Multistrike.<ul></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Nullifying Carve","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Void Cleave</span> consumes all stacks of Armament to gain more damage (multiplicative with other modifiers) and increased area per stack consumed.<ul><li class=\"mod\"><span class=\"standout\">Void Cleave Area Per Stack</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Void Cleave Damage Per Stack</span> <span class=\"val\">+15%</span></li><li class=\"mod\"><span class=\"standout\">Void Cleave Consumes All Stacks</span> <span class=\"val\"></span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Path of the Knight","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Multistrike deals more damage (multiplicative with other modifiers) per 30 armor, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Per 30 Armor</span> <span class=\"val\">+1%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage</span> <span class=\"val\">20% per point</span></li><li class=\"mod\"><span class=\"standout\">Armour Required For Maximum Damage</span> <span class=\"val\">600 per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Perfect Steel","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can have an additional maximum stack of Armament.<ul><li class=\"mod\"><span class=\"standout\">Max Stacks</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Relentless Advance","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Multistrike has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Sweeping Blows","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Multistrike deals damage in a larger area and its created swords can strike enemies further away.<ul><li class=\"mod\"><span class=\"standout\">Target Area and Damage Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Vengeful","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You have a chance to retaliate with Multistrike swords on block.   This effect has a 1 second cooldown and doesn&#039;t include the initial strike.<ul><li class=\"mod\"><span class=\"standout\">Chance to Multistrike on Block</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Victory Strikes","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If a sword kills an enemy it will create an additional sword to strike another enemy.  This effect cannot be triggered from additional swords created this way.<ul><li class=\"mod\"><span class=\"standout\">Additional Sword Attack On Kill</span> <span class=\"val\"></span></li></ul>"},{"skill":"Multistrike","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Way of the Sword","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Armament stacks last longer and grant you additional melee physical damage per stack.<ul><li class=\"mod\"><span class=\"standout\">Stack Duration</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Physical Damage Per Stack</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Accelerated Healing","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">While channeling Rebuke the healing from the <span class=\"standout\">Redemption</span> node increases each second.<ul><li class=\"mod\"><span class=\"standout\">Healing Increase Per Second</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Augmented Plating","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You have more armor (multiplicative with other modifiers) while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Battle Meditation","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You have increased mana regeneration while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Mana Regen</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Bide","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Rebuke&#039;s maximum duration is increased, allowing you to absorb more damage.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Brave the Elements","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You take less elemental damage while channelling Rebuke (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Elemental Damage Taken</span> <span class=\"val\">-15% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Burst of Speed","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">After you finish channelling Rebuke you gain the <span class=\"standout\">Haste</span> buff, attack speed, and cast speed for a duration equal to half the duration you channelled Rebuke for.<ul><li class=\"mod\"><span class=\"standout\">Haste On End</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cast Speed On End</span> <span class=\"val\">+25%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed On End</span> <span class=\"val\">+25%</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dark Thoughts","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rebuke hits deal additional base void damage.<ul><li class=\"mod\"><span class=\"standout\">Void Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Infinite Guardian","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Rebuke has an increased maximum duration, allowing you to absorb more damage, but has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+15% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Inner Focus","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Regenerate mana when you are hit while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained When Hit</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Lingering Ailments","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Ignite, armor shred, and spreading flames applied to enemies while channelling Rebuke last longer.<ul><li class=\"mod\"><span class=\"standout\">Ailment Duration</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Mystic Aegis","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rebuke has a shorter cooldown, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Protective Legacy","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">The buffs you are granted via the <span class=\"standout\">Augmented Plating</span> and <span class=\"standout\">Brave the Elements</span> nodes now persist after you finish channelling Rebuke. Their duration is equal to half the duration you channelled Rebuke for.<ul><li class=\"mod\"><span class=\"standout\">Buffs Persist After Channelling</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rebuke","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Hold ability key to channel for up to 2 seconds. You take 80% less damage while channelling.  When you stop channelling the barrier breaks dealing physical damage to all nearby enemies. This deals 20 additional physical damage for each hit you received while channelling.<ul></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Reclaimed Refuge","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You reduce a portion of Rebuke&#039;s remaining cooldown when you use a different melee attack and hit at least one enemy.  This effect can only occur a limited number of times per use of Rebuke, and the effect is doubled while wielding a two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Attacks</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Remaining Cooldown Recovered</span> <span class=\"val\">12%</span></li><li class=\"mod\"><span class=\"standout\">Double Recovery with a 2h Weapon</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Redemption","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You heal yourself and nearby allies each second while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Heal Amount</span> <span class=\"val\">+25 per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Regenerative Shell","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You have increased health regeneration while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Health Regen</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Retaliation","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Rebuke hits deal more damage, and Rebuke hits in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Singed Shield","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You have a chance to ignite nearby enemies each second while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Solemn Vow","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Buffs via the <span class=\"standout\">Burst of Speed</span> and <span class=\"standout\">Protective Legacy</span> nodes last longer after you finish channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">End Buff Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Stoic Challenge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rebuke now has an additonal charge.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Unforge","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You have a chance to reduce nearby enemy armor each second while channelling Rebuke.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Voidfused Barrier","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rebuke hits have a chance to grant you a <span class=\"standout\">Void Essence</span>.<ul><li class=\"mod\"><span class=\"standout\">Void Essence Chance</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"War Priest","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing via the <span class=\"standout\">Redemption</span> node now also scales with your attunement.<ul><li class=\"mod\"><span class=\"standout\">Increased Healing Per Point Of Attunement</span> <span class=\"val\">4%</span></li></ul>"},{"skill":"Rebuke","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Wildfire Shell","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">While channelling Rebuke, you have a chance to apply <span class=\"standout\">Spreading Flames</span> to nearby enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Adrenaline","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Rive&#039;s first strike grants you increased critical strike chance on hit for 4 seconds. Stacks up to 4 times.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">7% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Assassin's Sustenance","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you trigger <span class=\"standout\">Flame Drinker's Blade's</span> effect you also gain an additional buff that causes you to leech a percentage of the damage you deal as health. Unlike the buff from Flame Drinker&#039;s Blade, this buff cannot stack.<ul><li class=\"mod\"><span class=\"standout\">Damage Leeched As Health buff</span> <span class=\"val\">3%</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Azure Crescendo","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rive&#039;s third strike deals more damage (multiplicative with other modifiers) and restores mana if it hits at least one target.<ul><li class=\"mod\"><span class=\"standout\">Mana Gained</span> <span class=\"val\">5 per point</span></li><li class=\"mod\"><span class=\"standout\">Third Strike Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Bound Weapon","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">When Rive kills an enemy or hits a boss or rare enemy, you have a chance to summon a <span class=\"standout\">Forged Weapon</span>.<ul><li class=\"mod\"><span class=\"standout\">Forged Weapon chance on Kill</span> <span class=\"val\">6% per point</span></li><li class=\"mod\"><span class=\"standout\">Forged Weapon chance on Hit vs Boss or Rare</span> <span class=\"val\">4% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Brutality","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rive&#039;s third strike deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Third Strike Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Cadence","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Changes Rive&#039;s sequence of strikes to <span class=\"standout\">1, 2, 1, 2, 3.</span><ul><li class=\"mod\"><span class=\"standout\">Change Sequence Of Strikes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Challenge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If you have positive mana, Rive&#039;s second strike pulls enemies.  Additionally, Rive&#039;s hits slow enemies.<ul><li class=\"mod\"><span class=\"standout\">Strike Two Pulls Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Champion","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Rive deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Concentration","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Improves Rive&#039;s base critical strike chance. This bonus is doubled for Rive&#039;s third strike.<ul><li class=\"mod\"><span class=\"standout\">First And Second Strike Base Crit Chance</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Third Strike Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Coup de Grace","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s third strike instantly kills enemies below a health threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Strike Three Kill Threshold</span> <span class=\"val\">15%</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Double Slash","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive skips its third strike.<ul><li class=\"mod\"><span class=\"standout\">Skips Third Strike</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Flame Drinker's Blade","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s third strike consumes all stacks of ignite you applied to enemies it hits, granting you a buff that grants physical penetration per stack consumed, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration Per Ignite Consumed</span> <span class=\"val\">3%</span></li><li class=\"mod\"><span class=\"standout\">Max Stacks</span> <span class=\"val\">20</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Flurry","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Rive&#039;s first and second strike have increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">First And Second Strike Attack Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Focused Strike","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s third strike has double crit chance and its critical strikes deal more damage, but strikes one and two can no longer critically strike.<ul><li class=\"mod\"><span class=\"standout\">Third Strike Double Crit Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Third Strike Critical Multiplier</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"val negative\">First And Second Strike Never Crit</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Foe Cleaver","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If you are using a two handed weapon, stats on that weapon that directly add damage, increase damage or add a chance to apply an ailment on hit, have double effect for Rive.<ul><li class=\"mod\"><span class=\"standout\">Effect of Damage Stats on a 2h Weapon</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Effect of Ailment Chance Stats on a 2h Weapon</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Iron Reach","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Rive&#039;s second strike deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Strike Two Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Strike Two Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Laceration","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s third strike <span class=\"standout\">lacerates</span> enemies on it.  Lacerated enemies take melee damage over time for 3 seconds, with base damage equal to 300% of your added melee damage. Laceration does not stack.<ul><li class=\"mod\"><span class=\"standout\">Lacerates on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Massacre","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Rive&#039;s hits have a chance to cause enemies to bleed.   Additionally, bleeds inflicted by Rive&#039;s third strike last longer.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration On Third Strike</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Outburst","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rive&#039;s third strike deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Third Strike Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Projection of War","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s first strike consumes mana to release a wave of energy that passes through enemies.<ul><li class=\"mod\"><span class=\"standout\">First Strike Wave Of Energy</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">4</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Reclamation","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Rive&#039;s third strike leeches damage dealt as health.<ul><li class=\"mod\"><span class=\"standout\">Third Strike Health Leech</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rending","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Rive&#039;s first and second strike have a chance to reduce enemy armor.<ul><li class=\"mod\"><span class=\"standout\">First And Second Strike Armor Shred Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ripples of Oblivion","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Rive deals more damage (multiplicative with other modifiers). This effect is tripled for <span class=\"standout\">Echoes</span>.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Bonus Tripled For Echoes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rive","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">A combo of three melee attacks. Every third consecutive attack with Rive slashes in a full circle around the character, dealing double damage.<ul></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Savagery","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rive hits deal more damage to ignited targets (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Hit Damage Vs Ignited Enemies</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Scrap Metal","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Whenever you would summon a <span class=\"standout\">Forged Weapon</span> from any source, you instead gain a stack of Scrap Metal. Each stack grants more armour and more damage with Rive (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Forged Weapons -> Scrap Metal</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Armour per Scrap Metal</span> <span class=\"val\">+3%</span></li><li class=\"mod\"><span class=\"standout\">Rive Damage per Scrap Metal</span> <span class=\"val\">+3%</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Sever","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rive&#039;s first strike has a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">First Strike Ignite Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Temporal Warrior","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types.  Bleed chance from all sources is converted to chance to inflict <span class=\"standout\">Time Rot</span>.  Swaps Rive&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Void</span> tag.   Additionally, your chance to <span class=\"standout\">Echo</span> with Rive is doubled.<ul><li class=\"mod\"><span class=\"standout\">Void Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Time Rot Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Doubles Echo Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Triple Threat","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive&#039;s third strike deals more damage (multiplicative with other modifiers) and hits in a larger area, and has increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Third Strike Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Third Strike Area</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Twisting Fangs","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Rive&#039;s second strike has a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Second Strike Ignite Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Rive","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Weapon Specialist","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Rive deals additional melee physical damage per point of Dexterity if you are using a Sword.  Rive deals additional melee void damage per point of Vitality if you are using an Axe.  Rive deals additional melee fire damage per point of Attunement if you are using a Mace.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage per Dexterity with a Sword</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Void Damage per Vitality with an Axe</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage per Attunement with a Mace</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Block Out","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash now also blinds enemies hit.<ul><li class=\"mod\"><span class=\"standout\">Blinds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Breadth","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash deals damage in a longer area.<ul><li class=\"mod\"><span class=\"standout\">Length</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Broadened Shield","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash deals damage in a wider area.<ul><li class=\"mod\"><span class=\"standout\">Width</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Concussive Attacks","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash has an increased chance to stun and stuns it inflicts last longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">80% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Conjurer","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash will cause one enemy that was hit to drop a potion if Shield Bash has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Potion Drop Chance</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Cutting Edge","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash reduces enemy armor and costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-3 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dazed","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Stuns caused by Shield Bash last longer.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Disarming Blows","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash now applies <span class=\"standout\">Frailty</span> to enemies hit.<ul><li class=\"mod\"><span class=\"standout\">Frailty Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Double Bash","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You gain an additional charge of Shield Bash, but it has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+20%</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Flame Coating","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Bash deals additional melee fire damage.  If Shield Bash has a cooldown, it also deals more fire damage per block chance (multiplicative with other modifiers) up to 100%.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage</span> <span class=\"val\">+8 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage Per Block Chance</span> <span class=\"val\">+0.25% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Fire Damage Bonus From Block Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Flurry of Blows","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash no longer has a cooldown, but costs significantly more mana and no longer has a guaranteed stun or ignite.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+9</span></li><li class=\"mod\"><span class=\"val negative\">No Guaranteed Stun Or Ignite</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Fusillade","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Using Shield Bash consumes all charges and deals significantly more damage per extra charge consumed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Per Extra Charge</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">All Charges Consumed</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"High Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Bash deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hindrance","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash now also slows enemies.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Impeded Movement","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Slows caused by Shield Bash last longer.<ul><li class=\"mod\"><span class=\"standout\">Slow Duration</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Incinerating Blows","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash no longer has a guaranteed stun, but instead applies additional stacks of ignite. All stun duration modifiers from this tree are converted to affect ignite duration instead.  Shield Bash&#039;s base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.   Swaps Shield Bash&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Guaranteed Stun -> Ignite Chance</span> <span class=\"val\">+300%</span></li><li class=\"mod\"><span class=\"standout\">Stun Duration Mods -> Ignite Duration</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Damage -> Fire</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Indomitable Force","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Shield Bash has added melee damage based on your block effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Damage per 40 Block Effectiveness</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Iron Arms","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash deals more physical damage per point of Strength (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Physical Damage Per Strength</span> <span class=\"val\">1%</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Juggernaut","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash no longer requires a shield to use, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">No Longer Requires Shield</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+25%</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Kindling","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Bash causes your next melee or throwing attack to have additional ignite chance and critical strike chance. Excludes channelled skills.  This effect is significantly reduced if Shield Bash does not have a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Next Attack Ignite Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Next Attack Crit Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Reduced Effect Without Cooldown</span> <span class=\"val negative\">80%</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Perfect Bulwark","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">For 4 seconds after using Shield Bash, you are guaranteed to block a limited number of hits.  Only works if Shield Bash has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Hits Blocked</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Power Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">After you use Shield Rush or Lunge, you Shield Bash in the direction you traveled.  Shield Bash must have a cooldown, be charged and on your action bar for this effect to work.<ul><li class=\"mod\"><span class=\"standout\">Shield Bash After Shield Rush Or Lunge</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Protective Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Bash grant you additional block chance and block effectiveness for a short duration after use.<ul><li class=\"mod\"><span class=\"standout\">Block Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Block Effectiveness</span> <span class=\"val\">+100 per point</span></li><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rebounding","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Your next <span class=\"standout\">Shield Throw</span> can ricochet 5 additional times, after using Shield Bash.<ul><li class=\"mod\"><span class=\"standout\">Additional Shield Throw Ricochets</span> <span class=\"val\">+5</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Refreshing Smash","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You are granted health when you stun an enemy with Shield Bash.<ul><li class=\"mod\"><span class=\"standout\">Health Gain On Stun</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Serrating Strikes","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Bash causes enemies to bleed, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Bleed Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15% per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Shield Bash","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Requires a shield.  A melee directional attack that stuns enemies for 1 second. 100% increased stun duration against non-boss enemies.  1.5% more damage per 1% block chance (up to 150%, multiplicative with other modifiers).  20% of remaining cooldown recovered whenever you stun an enemy, including with Shield Bash itself. This effect can occur a maximum of two times each second.<ul></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Shieldstorm","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Bash has increased attack speed scaling with your block chance up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed Per 1% Block Chance</span> <span class=\"val\">+0.5%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Attack Speed</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Splintering Blow","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If Shield Bash is used while you have a shield equipped, it fires shield fragments in a cone in front of you.  While Shield Bash is on cooldown you cannot block.  Only works if Shield Bash has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Shield Fragments With Shield</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cannot Block While On Cooldown</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Staggering Punch","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Bash now also knocks enemies back, if Shield Bash has a cooldown.<ul><li class=\"mod\"><span class=\"standout\">Knockback Distance (meters)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Steel Coating","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Bash deals additional melee physical damage.<ul><li class=\"mod\"><span class=\"standout\">Melee Physical Damage</span> <span class=\"val\">+9 per point</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Survival of the Fittest","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You are granted health per point of Strength, when you stun an enemy with Shield Bash.<ul><li class=\"mod\"><span class=\"standout\">Health Gain On Stun Per Strength</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Shield Bash","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Wall of Shields","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If Shield Bash is used while Ring of Shields is active, the shields form a wall which increases the width of Shield Bash, based on the number of active shields.<ul><li class=\"mod\"><span class=\"standout\">Ring of Shields Wall</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Consuming Path","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Rush deals more damage.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Critical Echo","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Improves the base critical strike chance of Shield Rush&#039;s final impact echo.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Echo Base Crit Chance</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Critical Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Improves the base critical strike chance of Shield Rush&#039;s final impact.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Base Crit Chance</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dark Regression","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When Shield Rush ends it creates a <span class=\"standout\">Void Beam</span> that travels back in the direction you came from, but Shield Rush costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Reverse Void Beam</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10%</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dark Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Rush no longer requires a shield and hits deal additional base void damage, but Shield Rush costs more mana.<ul><li class=\"mod\"><span class=\"standout\">No Longer Requires Shield</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Void Damage</span> <span class=\"val\">+5</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+30%</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Descent of the Void","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you cast Shield Rush you create a <span class=\"standout\">Void Beam</span> that travels with you, which is a spell that deals void damage over time in a small area. Shield Rush costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Forward Void Beam</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20%</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Desynchronous Charge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When Shield Rush ends, you return to the position you used it from.  This removes Shield Rush&#039;s <span class=\"standout\">Traversal</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Return To Starting Position</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Echoes of the Charge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Rush&#039;s final impact strikes a second time after a 0.5s delay, but Shield Rush hits deal less damage.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Strikes Twice</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Endless Cycle","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Rush gains additional charges, but you take more damage while using Shield Rush (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Taken</span> <span class=\"val negative\">+15% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Mana Memory","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When Shield Rush ends, your mana is restored to the amount you had when it started, but Shield Rush now has a 10 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Mana Restored When Shield Rush Ends</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">10</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Obliterating Echo","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Critical strikes from Shield Rush&#039;s final impact echo deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Echo Critical Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Obliterating Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Critical strikes from Shield Rush&#039;s final impact deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Critical Multiplier</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Protective Speed","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">You take less damage while using Shield Rush (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Taken While Rushing</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rush Mastery","usable":["Void Knight","Forge Guard","Paladin"],"points":"6","effect":"<span class=\"mod\">Shield Rush costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Shield Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Requires a shield.  Charge through enemies in the target direction until you release the ability key. You hit enemies in your path and in a wider area at the end of the movement. You do not regenerate mana while rushing.<ul></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Splintering Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Rush&#039;s final impact deals more damage.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Stretched Time","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Rush&#039;s final impact echo deals significantly more hit damage, but the delay between the final impacts is longer.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Echo Hit Damage</span> <span class=\"val\">+45% per point</span></li><li class=\"mod\"><span class=\"standout\">Delay Between Impacts</span> <span class=\"val negative\">+20% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Temporal Strike","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Rush hits deal additional void damage, but this damage is reduced by your increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Void Damage</span> <span class=\"val\">+8 per point</span></li><li class=\"mod\"><span class=\"val negative\">Damage Reduced By Increased Attack Speed %</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"The Rush of Sacrifice","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Rush no longer has a cooldown, but costs health in addition to mana to use.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Health Cost</span> <span class=\"val negative\">15%</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Unstoppable Charge","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Rush hits have an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Void Breaker","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Shield Rush&#039;s final impact deals additional melee void damage.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Void Damage</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Warrior's Entrance","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Rush&#039;s final impact deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Final Impact Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Final Impact Area</span> <span class=\"val\">+24% per point</span></li></ul>"},{"skill":"Shield Rush","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Will Breaker","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Rush hits deal more hit damage to enemies at full health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Vs Full Health Enemies</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Aftershock","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Fissures</span> can be triggered more frequently.<ul><li class=\"mod\"><span class=\"standout\">Max Fissure Triggers per Second</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Atonement","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">The <span class=\"standout\">Sacrifice</span> node costs less health.<ul><li class=\"mod\"><span class=\"standout\">Sacrifice Health Cost</span> <span class=\"val\">-20% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blinding Flash","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Smite hits have a chance to blind enemies and deal more damage to blinded enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage vs Blinded</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Charged Hand","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Electrify applied by Smite has increased duration and additional Lightning Penetration<ul><li class=\"mod\"><span class=\"standout\">Lightning Penetration with Electrify</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Electrify Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Conflagration","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Smite hits deal more damage to ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Vs Ignited Enemies</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Conviction","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Improves Smite&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Deep Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Smite critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Descend","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you directly cast Smite, you appear at Smite&#039;s targeted location, dealing physical damage to surrounding enemies. Smite costs more mana, has a cooldown, and counts as a <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Teleport To Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical Damage (AOE)</span> <span class=\"val\">40</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+6</span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Desperate Measures","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you are out of mana Smite is free, but cannot heal, cleanse, or create <span class=\"standout\">Fissures</span>.<ul><li class=\"mod\"><span class=\"standout\">Out-Of-Mana Cost</span> <span class=\"val\">0</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Heal Or Cleanse</span></li><li class=\"mod\"><span class=\"val negative\">Cannot Summon Fissures</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Epicenter","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Fissure</span> deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Fissure Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Fallen from Grace","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Smite&#039;s base fire damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to fire damage.  Ignite chance from all sources is converted to <span class=\"standout\">Time Rot</span> chance for Smite and effects related to ignite now depend on <span class=\"standout\">Time Rot</span> instead.  Smite no longer heals.<ul><li class=\"mod\"><span class=\"standout\">Void Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Time Rot Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Smite No Longer Heals</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Fissure","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Directly casting Smite consumes 10 mana to cause a <span class=\"standout\">Fissure</span> underneath the target, dealing fire damage to enemies who stand on it.  <span class=\"standout\">Fissure</span> lasts 3 seconds, and can be triggered once per second.<ul><li class=\"mod\"><span class=\"standout\">Fissure Under Smite Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fissure Mana Consumption</span> <span class=\"val negative\">10</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Forceful Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Smite hits knock enemies back.<ul><li class=\"mod\"><span class=\"standout\">Knockback Distance (Meters)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Grace","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Smite heals allies for more health.<ul><li class=\"mod\"><span class=\"standout\">Smite Healing</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Heavy Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Fissure</span> deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Fissure Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Holy Fire","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Smite hits have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Holy Wave","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Smite heals in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Heal Area</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Immolate","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Smite hits have a chance to apply <span class=\"standout\">Spreading Flames</span>.  Additionally, Smite deals more fire damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Spreading Flames Chance</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage Over Time</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Order of Lagon","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Smite&#039;s base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage.  Ignite chance from all sources is converted to electrify chance for Smite and effects related to ignite now depend on electrify instead.<ul><li class=\"mod\"><span class=\"standout\">Fire -> Lightning Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Ignite -> Electrify Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Panacea","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Being healed by a direct cast of Smite has a chance to cleanse all negative ailments, such as ignite and chill, from you and allies.<ul><li class=\"mod\"><span class=\"standout\">Cleanse Chance</span> <span class=\"val\">6% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Piety","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Smite has a chance to <span class=\"standout\">Electrify</span> on hit.<ul><li class=\"mod\"><span class=\"standout\">Electrify Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Pillars of Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you directly cast smite, you have a chance to double cast. The additional cast does not incur a mana cost and cannot teleport you if you have the Descend node.<ul><li class=\"mod\"><span class=\"standout\">Double Cast Chance</span> <span class=\"val\">12% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Righteous Flurry","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You have increased attack and cast speed if you have hit an enemy with Smite recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Attack and Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Righteous Fury","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You deal additional melee fire damage if you have hit an enemy with Smite recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Melee Fire Damage</span> <span class=\"val\">+4 per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Righteous Overload","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Enemies killed by Smite have a chance to explode, dealing fire damage to nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Chance To Detonate Slain Enemy</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Sacrifice","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Smite deals significantly more damage (multiplicative with other modifiers), but Smite consumes a percent of your current health on cast.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Consumed (of current health)</span> <span class=\"val negative\">3% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Six Feet Under","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Fissure</span> instantly kills enemies that are below a health threshold (percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Fissure Kill Threshold</span> <span class=\"val\">3% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Smite","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Smites a target enemy with a bolt of holy fire that descends from the sky, healing allies around the target for 60 health. If you are in the area you are also healed.  Cannot be used without a target.<ul></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Soothing Balm","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Being healed by Smite grants you or your allies increased health and mana regeneration for 4 seconds (does not stack).<ul><li class=\"mod\"><span class=\"standout\">Health Regen On Heal</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Regen On Heal</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Unbalanced Scale","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Smite hits also cast a <span class=\"standout\">Lightning Bolt</span> at 3 nearby enemies, dealing lightning damage. Smite costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Lightning Bolt Targets</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Smite","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Wandering Bolts","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Lightning Bolts</span> created by Smite hit additional enemies.<ul><li class=\"mod\"><span class=\"standout\">Lightning Bolt Targets</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Abyssal Retribution","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Your next <span class=\"standout\">Void Cleave</span> or <span class=\"standout\">Erasing Strike</span> deal more damage (multiplicative with other modifiers) after you use and hit with Vengeance.<ul><li class=\"mod\"><span class=\"standout\">Void Cleave Damage After Vengeance Use</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Erasing Strike Damage After Vengeance Use</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blade Assault","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Vengeance and Riposte hits have a chance to attack with <span class=\"standout\">Iron Blade</span>.<ul><li class=\"mod\"><span class=\"standout\">Iron Blade Chance</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blade of Darkness","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Vengeance&#039; base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types.  Chance to shred physical resistance from all sources is converted to chance to shred void resistance.  Bleed chance from all sources is converted to chance to inflict <span class=\"standout\">Time Rot</span> for Vengeance.  Swaps Vengeance&#039; <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Void</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Void Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical -> Void Res Shred Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Time Rot Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blade Paladin","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Vengeance gains additional physical penetration with bleed per 1% overcapped physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration With Bleed</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Bladewall","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You gain an additional chance to parry per <span class=\"standout\">Forged Weapon</span> for 4 seconds after using Vengeance.<ul><li class=\"mod\"><span class=\"standout\">Parry Chance Per Forged Weapon</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Bolster","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">You take less damage (multiplicative with other modifiers) and have increased armor if you&#039;ve hit an enemy with Vengeance in the past 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Less Damage Taken</span> <span class=\"val\">13% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Armor</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dark Duellist","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You deal more global damage (multiplicative with other modifiers) while preparing to riposte.<ul><li class=\"mod\"><span class=\"standout\">Global More Damage</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Disarming Strike","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Vengeance deals more damage (multiplicative with other modifiers), and its hits have a chance to apply <span class=\"standout\">Frailty</span> on enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Double Riposte","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can <span class=\"standout\">Riposte</span> an additional time after Vengeance hits an enemy, but Riposte mitigates less damage.<ul><li class=\"mod\"><span class=\"standout\">Additional Riposte</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"val negative\">Riposte Damage Reduction 25% -> 18%</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Endless Dark","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Vengeance hits have a chance to inflict <span class=\"standout\">Time Rot</span>.  Additionally, Vengeance has additional chance to Echo if it can Echo.<ul><li class=\"mod\"><span class=\"standout\">Time Rot Chance</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Echo Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Essence of Revenge","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Vengeance and <span class=\"standout\">Riposte</span> hits have a chance to grant a <span class=\"standout\">Void Essence</span>.<ul><li class=\"mod\"><span class=\"standout\">Void Essence Chance On Vengeance Or Riposte</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Eviscerating Blades","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Increases the effectiveness of all armor shred applied by Vengeance and <span class=\"standout\">Riposte</span>.<ul><li class=\"mod\"><span class=\"standout\">Increased Armor Shred Effect</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Executioner","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Vengeance hits deal more damage (multiplicative with other modifiers).  This effect is doubled against enemies on low health (below 35% health).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled Against Low Health</span> <span class=\"val\"></span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Fiery Frenzy","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Vengeance has a chance to grant you <span class=\"standout\">Frenzy</span> for 2 seconds when hitting ignited enemies.  Additionally, Vengeance deals more fire hit damage (multiplicative with other modifiers) per ignite on the enemy, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Hit Damage Per Ignite</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Damage Bonus</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Flaming Sword","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Vengeance&#039; base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage or other damage types.  Chance to shred physical resistance from all sources is converted to chance to shred fire resistance.  Bleed chance from all sources is converted to ignite.  Swaps Vengeance&#039; <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Physical -> Fire Res Shred Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Gladiator's Arsenal","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Iron Blades</span> and <span class=\"standout\">Riposte</span> gains different benefits depending on your equipped weapons.  Mace: Riposte deals more damage (multiplicative with other modifiers). Axe: Riposte instantly kill enemies that are below a health threshold (a percentage of their maximum health). Sword: Improves <span class=\"standout\">Iron Blades'</span> base critical strike chance. Spear: <span class=\"standout\">Iron Blades</span> have increased bleed duration.<ul><li class=\"mod\"><span class=\"standout\">Riposte Damage With Mace</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Riposte Kill Threshold With Axe</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">Iron Blades Critical Chance With Sword</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Iron Blades Bleed Duration With Spear</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Molten Riposte","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Riposte deals more fire damage (multiplicative with other modifiers) and its hits have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Riposte Fire Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Riposte Ignite Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Perfect Riposte","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Hits that you <span class=\"standout\">Riposte</span> cannot critically strike you.  Additionally, improves Vengeance&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Riposted Hits Cannot Crit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Precision Strike","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Vengeance critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rapid Strikes","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Vengeance has increased attack speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Shattering Blade","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Iron Blade</span> has a chance to reduce enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Iron Blade Armor Shred Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Smelter's Vengeance","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Vengeance hits have a chance to shred enemy armor and physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Vengeance","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">A melee attack that also prepares you to riposte incoming hits.  If vengeance successfully hits an enemy and you take a hit in the next 2 seconds you will riposte, taking 25% less damage and striking at a nearby enemy.<ul></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Vengeful Echoes","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Vengeance deals more void damage (multiplicative with other modifiers) and additional melee void damage.  Additionally, Echoed Vengeance cannot be dodged.<ul><li class=\"mod\"><span class=\"standout\">Melee Void Damage</span> <span class=\"val\">+6 per point</span></li><li class=\"mod\"><span class=\"standout\">Void Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Echoed Vengeance Cannot Be Dodged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Vengeful Fighter","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Vengeance deals more damage (multiplicative with other modifiers).  This effect is doubled if you have blocked or parried a hit recently.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+6% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled With Recent Block Or Parry</span> <span class=\"val\"></span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Vital Puncture","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Iron Blade</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Iron Blade Damage</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Weaponsmith's Reprisal","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Iron Blades</span> now have a chance to be summoned as <span class=\"standout\">Forged Weapons</span> instead.<ul><li class=\"mod\"><span class=\"standout\">Chance To Summon Forged Weapons</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Winged Steel","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Iron Blade</span> travels faster, causing it to also travel further.  Additionally, Vengeance and Riposte hits have a chance to attack with <span class=\"standout\">Iron Blade</span> per point of Attunement up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Iron Blade Speed and Range</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Iron Blade Chance Per Attunement</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Iron Blade Chance</span> <span class=\"val\">80%</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Woundcarver","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Vengeance hits have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Vengeance","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Zealot's Technique","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can <span class=\"standout\">Riposte</span> an additional time after Vengeance hits an enemy.<ul><li class=\"mod\"><span class=\"standout\">Additional Riposte</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Abolisher","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Void Cleave deals significantly more melee void damage (multiplicative with other modifiers) to enemies on low health.<ul><li class=\"mod\"><span class=\"standout\">Melee Void Damage To Low Health</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Abyssal Walker","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You can travel farther with Void Cleave and it deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Max Distance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Annuling Presence","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Ravaging Aura</span> deals additional spell void damage and has an increased area of effect.<ul><li class=\"mod\"><span class=\"standout\">Ravaging Aura Spell Void Damage</span> <span class=\"val\">+10 per point</span></li><li class=\"mod\"><span class=\"standout\">Ravaging Aura Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Armor Sunderer","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave hits shred enemy armor and <span class=\"standout\">Armor Shred</span> applied by Void Cleave has increased effect and duration.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Effect</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Duration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Blazing Steel","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Your increases to physical damage also apply to fire damage for Void Cleave.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage Increases Fire Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Champion of the Void","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Void Cleave critical strikes deal more damage and you gain mana with Void Cleave critical strikes.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain On Crit</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Crushing Echo","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave deals additional melee void damage.   This effect is tripled for echoed Void Cleaves.<ul><li class=\"mod\"><span class=\"standout\">Void Damage</span> <span class=\"val\">+15 per point</span></li><li class=\"mod\"><span class=\"standout\">Tripled For Echoes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dark Pathway","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Void Cleave has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Deadly Omen","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave deals more melee damage (multiplicative with other modifiers) to enemies on high health.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage To High Health</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dismantling Throws","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">If Void Cleave hits at least one enemy your next throwing attack inflicts enemies with <span class=\"standout\">Time Rot</span>.<ul><li class=\"mod\"><span class=\"standout\">Time Rot Stacks For Next Throwing</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Endless Hunger","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Ravaging Aura</span> leeches a portion of the damage it deals as health.<ul><li class=\"mod\"><span class=\"standout\">Ravaging Aura Health Leech</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Entropic Blows","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of <span class=\"standout\">Time Rot</span> on the target.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Time Rot</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Fraying Strikes","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave hits shred enemy void resistance.<ul><li class=\"mod\"><span class=\"standout\">Void Res Shred Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Gravity's Edge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can travel much further with Void Cleave (multiplicative with other modifiers), but it has a longer cooldown and now counts as a <span class=\"standout\">Traversal</span> skill.<ul><li class=\"mod\"><span class=\"standout\">Max Distance</span> <span class=\"val\">+275%</span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (seconds)</span> <span class=\"val negative\">+1</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Hellish Chasm","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">All of Void Cleave&#039;s base void damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage.  Additionally your next non-channeled fire attack or spell after Void Cleave deals significantly more damage (multiplicative with other modifiers).  Void resistance shred chance from all sources is converted to fire resistance shred and effects related to void resistance shred now depend on fire resistance shred instead.  Void Cleave loses the <span class=\"standout\">void</span> tag.<ul><li class=\"mod\"><span class=\"standout\">100% Base Damage -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Void Res -> Fire Res Shred Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage On Next Fire Attack Or Spell</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Into the Depths","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave deals more damage (multiplicative with other modifiers) in an increased area.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Molten Blades","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">When you use Void Cleave and hit at least one enemy, your minions gain a stack of <span class=\"standout\">Molten Infusion</span> for 4 seconds, granting them additional melee fire damage and a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Molten Infusion Stacks On Hit</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage With Buff</span> <span class=\"val\">+15</span></li><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+30%</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Momentum","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">After channelling <span class=\"standout\">Warpath</span> for at least 2 seconds your next Void Cleave within 1 second deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage After Warpath</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Nether Charge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can store an additional charge of Void Cleave, but Void Cleave costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Obliterator","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If Void Cleave hits at least one enemy your next <span class=\"standout\">Erasing Strike</span> is always a critical strike.<ul><li class=\"mod\"><span class=\"standout\">Erasing Strike Always Crits</span> <span class=\"val\"></span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Precognition","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Improves Void Cleave&#039;s base critical strike chance and it cannot be dodged.<ul><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ravager","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you use Void Cleave you gain <span class=\"standout\">Ravaging Aura</span> for a short duration scaling with the amount of enemies hit up to 10.<ul><li class=\"mod\"><span class=\"standout\">Ravaging Aura Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Duration (seconds)</span> <span class=\"val\">10</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Resonating Cleave","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You cast <span class=\"standout\">Abyssal Echoes</span> after using Void Cleave.  Abyssal Echoes cast this way uses its mana cost.<ul><li class=\"mod\"><span class=\"standout\">Abyssal Echoes After Void Cleave</span> <span class=\"val\"></span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Rift Maker","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Void Cleave hits apply <span class=\"standout\">Critical Vulnerability</span> and Void Cleave has increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Vulnerability Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Riftflame","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Void Cleave hits ignite enemies and half of its base damage is converted to fire, meaning that this half of the damage scales with increases to fire damage but not with increases to void damage.  Ignite inflicted by Void Cleave gains additional fire penetration based on your increased void damage.  Void Cleave gains the <span class=\"standout\">fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite per 10% increased Void Damage</span> <span class=\"val\">1% per point</span></li><li class=\"mod\"><span class=\"standout\">50% Base Damage -> Fire</span> <span class=\"val\"></span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Ruining Sweep","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Void Cleave hits slow enemies, have increased stun chance and increased stun duration.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Scorching Path","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Minions only gain a stack of <span class=\"standout\">Molten Infusion</span> when you directly hit them with Void Cleave, but <span class=\"standout\">Molten Infusion</span> has significantly increased effect.<ul><li class=\"mod\"><span class=\"standout\">Molten Infusion Effect</span> <span class=\"val\">+150%</span></li><li class=\"mod\"><span class=\"val negative\">Molten Infusion Only On Minion Hit</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Void Cleave","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Requires a 2-handed sword or axe.  A melee attack that hits all enemies in an area in front of you. Can be echoed by Void Knights. Unaffected by weapon range.<ul></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Voidfused Projectiles","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">If Void Cleave hits at least one enemy your next throwing attack deals additional void damage.<ul><li class=\"mod\"><span class=\"standout\">Void Damage For Next Throwing</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Vorpal Force","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Void Cleave deals more melee damage (multiplicative with other modifiers) per stack of bleed up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Per Bleed</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Void Cleave","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Warped Decay","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Void Cleave hits inflict enemies with <span class=\"standout\">Time Rot</span>.<ul><li class=\"mod\"><span class=\"standout\">Time Rot Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Abyssal Tempest","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While spinning, you cast <span class=\"standout\">Abyssal Echoes</span> every 5 seconds.  This consumes Abyssal Echoes&#039; mana cost.<ul><li class=\"mod\"><span class=\"standout\">Abyssal Echoes Every 5 Seconds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Apocalypse Whirl","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Warpath&#039;s base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage.  Warpath has a chance to inflict <span class=\"standout\">Time Rot</span>. Bleed and ignite chance from all sources are converted to Time Rot chance for Warpath.  Swaps Warpath&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Void</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Base Physical Damage -> Void</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Time Rot Chance</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Bleed And Ignite -> Time Rot Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Arsenal of Flame","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Warpath hits deal more melee fire damage to ignited enemies (multiplicative with other modifiers) and ignite it inflicts has additional Fire Penetration<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage To Ignited</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Battlemaster's Blade","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Warpath deals damage in a larger area while wielding a two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Area With 2h</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Cyclone of War","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">While spinning, you have additional melee leech while wielding an axe, additional base crit chance while wielding a sword, additional physical penetration while wielding a mace and additional fire penetration while wielding a sceptre.<ul><li class=\"mod\"><span class=\"standout\">Global Melee Health Leech With Axe</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Global Base Critical Chance With Sword</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration With Mace</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration With Sceptre</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Dark Nexus","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">While spinning, you gain mana every three seconds while wielding a two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Mana Per Three Seconds (2h weapon)</span> <span class=\"val\">7 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Earthscorcher","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Warpath&#039;s base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.  Bleed chance from all sources is converted to ignite for Warpath.  Swaps Warpath&#039;s <span class=\"standout\">Physical</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Base Physical Damage -> Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Echo Knight","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While spinning, you deal increased void damage and you have a chance each second to create an <span class=\"standout\">Echo</span> at a recent location that uses Warpath on the spot for 2 seconds. This chance is equal to twice your chance for skills to echo.  You can only create a Warpath echo if you have been spinning for at least 2 seconds and have travelled at least 4 metres in the past 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Warpath Echoes</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Global Increased Void Damage</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Forgemaster Stance","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While spinning, you summon <span class=\"standout\">Forged Weapons</span> every 5 seconds as if you had hit an enemy with <span class=\"standout\">Forge Strike</span>.<ul><li class=\"mod\"><span class=\"standout\">Summon Forged Weapons</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Giant Splitter","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">After spinning for at least 2 seconds you do a <span class=\"standout\">Warslash</span> when you stop spinning. This deals more damage (multiplicative with other modifiers) in a larger area for each second you spent spinning, up to a maximum duration.<ul><li class=\"mod\"><span class=\"standout\">Warslash After Warpath</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slash Damage Per Second Spinning</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Area Per Second Spinning</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Duration Benefit (seconds)</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Gorebringer","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Warpath hits have a chance to cause enemies to bleed and bleed stacks inflicted by Warpath have increased duration.  Both effects will instead apply to ignite or time rot if you have <span class=\"standout\">Earthscorcher</span> or <span class=\"standout\">Apocalypse Whirl</span>.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Iron Reach","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Warpath deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Juggernaut Stance","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">While spinning, you have additional block chance and block effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Block Chance</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Block Effectiveness</span> <span class=\"val\">+100 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Maw of the Deep","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Warpath hits deal more damage against enemies per stack of <span class=\"standout\">Time Rot</span> on them (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Per Time Rot</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Molten Path","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Warpath hits shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Fire Damage</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Physical Damage</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Moving Forge","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">While spinning, you summon <span class=\"standout\">Forged Weapons</span> more frequently.<ul><li class=\"mod\"><span class=\"standout\">Summon Frequency</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Path of Fire","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While spinning, you leave behind a burning trail that ignites enemies each second. If ignite has been converted to <span class=\"standout\">Time Rot</span> with <span class=\"standout\">Apocalypse Whirl</span> this trail inflicts Time Rot instead.<ul><li class=\"mod\"><span class=\"standout\">Ignite Stacks In Trail Each Second</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+20%</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Path of Heavens","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">While spinning, you have additional spell damage.<ul><li class=\"mod\"><span class=\"standout\">Global Spell Damage</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Quicksilver Wind","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">While spinning, you have increased movement speed.<ul><li class=\"mod\"><span class=\"standout\">Movespeed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Reckless Spin","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Warpath costs significantly less mana per second, but you have reduced elemental resistance while spinning.<ul><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val\">-6</span></li><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">-30%</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Unchained","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Warpath costs less mana per second.<ul><li class=\"mod\"><span class=\"standout\">Channel Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Void Spiral","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Warpath deals additional melee void damage.   This effect is doubled while wielding a 2 handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Melee Void Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled With 2h</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Warpath","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Spin towards the mouse while you hold down the ability key, striking nearby enemies as you move.<ul></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Warrior's Fury","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">For each second you continuously spin, Warpath deals more damage (multiplicative with other modifiers) and has increased area, but costs additional mana per second. These effects will stop scaling after a duration.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Second</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Area Per Second</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Scaling Duration (seconds)</span> <span class=\"val negative\">10</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Way of the Cleric","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">While spinning, you and your allies are healed each second within Warpath&#039;s area of effect. The amount of health gained is increased by healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing Inside Area</span> <span class=\"val\">6 per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Way of the Executioner","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Warpath deals more melee damage to enemies on low health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage To Low Health</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Whirling Steel","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Warpath deals more damage (multiplicative with other modifiers).  This effect is doubled while using a two handed weapon or dual wielding.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled With 2h Weapon</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Doubled while Dual Wielding</span> <span class=\"val\"></span></li></ul>"},{"skill":"Warpath","skill-group":"Sentinel","class":"Sentinel","mastery":"Sentinel","name":"Winds of Justice","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">While spinning, you have a chance to cast <span class=\"standout\">Smite</span> each second on a nearby enemy.  This consumes Smite&#039;s mana cost.<ul><li class=\"mod\"><span class=\"standout\">Smite Chance Each Second</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Anvil Blow","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Converts Forge Strike into an anvil that falls from the sky instead. Forge Strike has an increased chance to stun enemies, and stuns it inflicts lasts longer, but it has less attack speed (multiplicative with other modifiers).  Additionally, when you directly use Forge Strike it deals more physical damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Summons Anvil</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Duration</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Physical Damage On Direct Use</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Arcane Welding","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">You are granted ward when Forge Strike summons a <span class=\"standout\">Forged Weapon</span>.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted On Forged Weapon</span> <span class=\"val\">25 per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bellows","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Ailments inflicted by Forge Strike deal increased damage over time equal to your increased stun chance.<ul><li class=\"mod\"><span class=\"standout\">Stun Chance -> Damage Over Time</span> <span class=\"val\"></span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Beneath Solarum","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Forge Strike has no cooldown, but costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Detonating Ground","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Forge Strike causes <span class=\"standout\">Detonating Ground</span>, sending out cracks which erupt after 1.5 seconds, dealing melee fire damage and igniting enemies.<ul><li class=\"mod\"><span class=\"standout\">Forge Strike Casts Detonating Ground</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Detonating Ground Ignite Chance</span> <span class=\"val\">300%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Eagle Strike","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Forge Strike can now be cast at your target instead of in front of you.<ul><li class=\"mod\"><span class=\"standout\">Cast At Target</span> <span class=\"val\"></span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Engines of War","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Forge Strike and <span class=\"standout\">Forged Weapons'</span> hits deal damage in a larger area<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Fan The Flames","usable":["Forge Guard"],"points":"2","effect":"<span class=\"mod\">You have additional global Fire Penetration if you have used Forge Strike recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global Fire Penetration</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forge Strike","usable":["Forge Guard"],"points":"0","effect":"<span class=\"mod\">A melee attack that hits all enemies in an area in front of you.  25% chance on hit to summon a Forged Weapon which lasts for 20 seconds and is affected by the stats and attack rate of your weapon. You can control up to 6 Forged Weapons at once.<ul></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forged by Fire","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Forged Weapons</span> deal additional melee fire damage.  <span class=\"standout\">Forged Weapons</span> gain the <span class=\"standout\">fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Forged Weapon Fire Damage</span> <span class=\"val\">+10 per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forgemaster","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Forged Weapons</span> now have a chance to become a <span class=\"standout\">Great Axe</span> on summon, which deal more damage in a larger area, but attack slower.<ul><li class=\"mod\"><span class=\"standout\">Chance To Convert To Great Axe</span> <span class=\"val\">30%</span></li><li class=\"mod\"><span class=\"standout\">Great Axe Area</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Great Axe Damage</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Great Axe Attack Speed</span> <span class=\"val negative\">-10%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Goliath Strike","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Forge Strike hits deal more damage against rare and boss enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Hit Damage Against Rares And Bosses</span> <span class=\"val\">25%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Heavy Strike","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Forge Strike and <span class=\"standout\">Forged Weapons</span> deal more damage (multiplicative with other modifiers) and have an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Also Applies to Forged Weapons</span> <span class=\"val\"></span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Ignited Grounds","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Detonating Ground</span> has a chance to ignite enemies on hit.<ul><li class=\"mod\"><span class=\"standout\">Detonating Ground Ignite Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Ironbound","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Improves Forge Strike&#039;s base critical chance, and critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Lava Burn","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Detonating Ground</span> hits deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Detonating Ground Hit Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Lightforge","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">Forge Strike has increased cooldown recovery speed and attack speed. The attack speed bonus also applies to your Forged Weapons.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Forged Weapon Attack Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Mass Production","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Forge Strike has a higher chance to summon <span class=\"standout\">Forged Weapons</span>. This added chance is much higher against bosses and rare enemies.<ul><li class=\"mod\"><span class=\"standout\">Chance To Summon Forged Weapon</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Chance Against Bosses And Rares</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Put to the Sword","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Converts Forge Strike into a sword that falls from the sky instead. Forge Strike has more attack speed (multiplicative with other modifiers), cannot crit, and critical strike multiplier from the tree is converted to additional Physical Penetration for Bleed.  Converts to a polearm if you also have the <span class=\"standout\">Spear Forge</span> node.<ul><li class=\"mod\"><span class=\"standout\">Converts To Sword</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">More Attack Speed</span> <span class=\"val\">35%</span></li><li class=\"mod\"><span class=\"standout\">Crit Multiplier -> Physical Penetration for Bleed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cannot Crit</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Reinforce Armor","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">You have increased armor if you have used Forge Strike recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Reinforce Weapon","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">You deal more damage (multiplicative with other modifiers) if you have used Forge Strike recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Global More Damage</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Rending Descent","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Forge Strike hits reduce enemy armor, and armor shred applied by it last longer with increased effect.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks Applied</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Duration</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Shred Effect</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Rewarding Craft","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Forged Weapons</span> no longer move or attack, but generate ward when you are near them.<ul><li class=\"mod\"><span class=\"standout\">Forged Weapon Ward Per Second</span> <span class=\"val\">15</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Serrated Blade","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">Bleed inflicted by Forge Strike has additional Physical Penetration and lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Physical Penetration with Bleed</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Bleed Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Shrapnel","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Forged Weapons</span> have a much shorter duration, but deal more damage (multiplicative with other modifiers), and explode when they expire, dealing fire and physical damage to nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Forged Weapons Detonate</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Forged Weapon Damage</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Forged Weapon Duration</span> <span class=\"val negative\">-75%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Singular Craft","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Improves Forge Strike&#039;s base critical chance and its hits inflict bleeding on hit, but your maximum number of <span class=\"standout\">Forged Weapons</span> is halved.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Maximum Forged Weapons</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Spear Forge","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Converts Forge Strike into a spear that falls from the sky instead. Forge Strike critical strikes deal significantly more damage, but it hits in a smaller area.  Converts to a polearm if you also have the <span class=\"standout\">Put To The Sword</span> node.<ul><li class=\"mod\"><span class=\"standout\">Converts To Spear</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val negative\">-35%</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Temper","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Forge Strike deals additional melee fire damage and more fire damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage</span> <span class=\"val\">+4 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Forge Strike","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Well Forged Weapons","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Forged Weapons</span> last longer and you can control more forged weapons at once.<ul><li class=\"mod\"><span class=\"standout\">Forged Weapon Duration</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Forged Weapons</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bellow","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Forgebreath</span> deals more damage (multiplicative with other modifiers) in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Forgebreath Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Forgebreath Area</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bladed Armour","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Manifested Armor&#039;s melee attacks have a chance to reduce enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Blast Forge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor now also attacks with <span class=\"standout\">Forgebreath</span>, a fire spell that deals 60 fire damage to all enemies in a cone in front of it. 3 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Forgebreath</span> <span class=\"val\"></span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bulwark","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor has more health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Burning Armor","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Manifested Armor deals additional melee and spell fire damage as well as more fire damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee And Spell Fire Damage</span> <span class=\"val\">+2 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Dash Boots","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor gains a charge ability, which deals physical damage and knocks back any enemy it passes through. 6 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Charge Attack</span> <span class=\"val\"></span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Force of Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Your Manifest Armor gains melee physical damage equal to a proportion of the armour on your body armour.<ul><li class=\"mod\"><span class=\"standout\">Melee Physical Damage per 10 Armor On Chest</span> <span class=\"val\">1</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forged Fire","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Forgebreath</span> has additional ignite chance and a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Forgebreath Ignite Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Forgebreath Cooldown</span> <span class=\"val negative\">-50% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Great Helm","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor gains increased effect of stats from your helmet.<ul><li class=\"mod\"><span class=\"standout\">Stats From Helmet</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Heated Metal","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Manifested Armor&#039;s melee attacks have a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Iron Grasp","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor gains increased effect of stats from your gloves.<ul><li class=\"mod\"><span class=\"standout\">Gloves Stats</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Lambent Metal","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor gains increased effect for health regeneration from all items that affect Manifest Armor.<ul><li class=\"mod\"><span class=\"standout\">Increased Effect From Health Regeneration</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Lethargy","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Manifested Armor has a chance to slow attacking enemies when hit.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance When Hit</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Manifest Armor","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Manifests an animated set of heavy armor, which attacks slowly.  Stats granted by your body armor, helmet, gloves and boots also apply to your Manifest Armor.<ul></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Platemail","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor gains increased effect of stats from your body armor.<ul><li class=\"mod\"><span class=\"standout\">Stats From Armor</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Redistributed Steel","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor deals more damage, but has less armor (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor</span> <span class=\"val negative\">-6% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Self Repair","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Manifested Armor gains additional health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Health Regenerated Per Second</span> <span class=\"val\">+5 per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Sharpened Metal","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Manifested Armor&#039;s melee physical attacks have a chance to cause enemies to bleed.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Sharper Metal","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Manifested Armor deals more physical damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Physical Damage Over Time</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Shield-Bearer","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor gains a shield which scales with the stats of your equipped shield.<ul><li class=\"mod\"><span class=\"standout\">Equip Shield</span> <span class=\"val\"></span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Steel Greaves","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor gains increased effect of stats from your boots.<ul><li class=\"mod\"><span class=\"standout\">Stats From Boots</span> <span class=\"val\">+60% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Thick Padding","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor cannot be stunned.<ul><li class=\"mod\"><span class=\"standout\">Stun Immunity</span> <span class=\"val\"></span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Thornmail","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor reflects damage back to attackers for an amount equal to your attunement.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected Per Point Of Attunement</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Titan Sword","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor gains a sword which scales with your equipped weapon&#039;s stats.<ul><li class=\"mod\"><span class=\"standout\">Equip Sword</span> <span class=\"val\"></span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Vengeful Guardian","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Manifested Armor reflects a percentage of damage to attackers.<ul><li class=\"mod\"><span class=\"standout\">Percent Reflect</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Warstomp","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Manifested Armor has a chance to taunt nearby enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Chance To Taunt Enemies</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Manifest Armor","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Whirlwind","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Manifested Armor gains the ability to use <span class=\"standout\">Whirlwind Strike</span>, a spinning attack which hits all nearby enemies multiple times and travels a short distance.   This effect has a 4 second cooldown.<ul><li class=\"mod\"><span class=\"standout\">Whirlwind Strike</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Aegis of Life","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">Shields have increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Increased Shield Healing</span> <span class=\"val\">15% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Amass","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Ring of Shields summons additional Shields, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Shields</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+5 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Banding","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Shields have increased health and additional physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Health</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bastion","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Shields rotate around you at a greater distance.<ul><li class=\"mod\"><span class=\"standout\">Rotation Distance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Coating","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Consuming a potion also heals your Shields.<ul><li class=\"mod\"><span class=\"standout\">Potions Heal Shields</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Collateral Damage","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Shields shatter into <span class=\"standout\">Shrapnel</span> when they die, dealing physical damage to surrounding enemies.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel On Shield Death</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Defensive Shields","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">You have additional chance to block and a higher block effectiveness if you have cast Ring of Shields recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Block Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Block Effectiveness</span> <span class=\"val\">+30 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Displacement","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Ring of Shields is cast at your target location instead, but Shields no longer follow you. Shields have more health (multiplicative with other modifiers) and last much longer.<ul><li class=\"mod\"><span class=\"standout\">Cast At Target</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">More Health</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"val negative\">Shields Do Not Follow You</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Enduring Defense","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Ring of Shields lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Fire Spin","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">Shields deal more damage (multiplicative with other modifiers) and shields rotate faster.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Shield Rotation Speed</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Healing Shields","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">Every 6 seconds each Shield heals nearby allies.<ul><li class=\"mod\"><span class=\"standout\">Heal Amount Per Shield</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Heavy Burden","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Shields have a chance to slow enemies that hit them.<ul><li class=\"mod\"><span class=\"standout\">Slow Retaliation Chance</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Heavy Shrapnel","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Shrapnel</span> created by your dying Shields has a signficantly increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Increased Stun Chance</span> <span class=\"val\">100% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Immolation","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Shields now emanate <span class=\"standout\">Forge Flames</span>, dealing fire damage over time to surrounding enemies.<ul><li class=\"mod\"><span class=\"standout\">Forge Flames</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Iron Form","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">You are invulnerable for 1 second after casting Ring of Shields, but you cannot move or use abilities.<ul><li class=\"mod\"><span class=\"standout\">Invulnerability</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Cannot Move Or Use Abilities</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Martyr Shields","usable":["Forge Guard"],"points":"4","effect":"<span class=\"mod\">You are healed any time one of your Shields dies.<ul><li class=\"mod\"><span class=\"standout\">Heal Amount On Shield Death</span> <span class=\"val\">50 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Molten Shields","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Shields take less fire damage (multiplicative with other modifiers), and have a chance to ignite enemies that hit them.   If you have the <span class=\"standout\">Collateral Damage</span> node the base physical damage of the <span class=\"standout\">Shrapnel</span> it creates is converted to fire damage.<ul><li class=\"mod\"><span class=\"standout\">Shrapnel Damage Converted to Fire</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire Damage Taken</span> <span class=\"val\">-50%</span></li><li class=\"mod\"><span class=\"standout\">Chance To Ignite Enemy When Hit</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"On the Path","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">While using <span class=\"standout\">Warpath</span>, your Shields spin faster and take less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Shield Rotation Speed</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Shield Damage Taken</span> <span class=\"val\">-10% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Phalanx","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">When Shields heal allies, they also increase their armor for 4 seconds. This effect does not stack.<ul><li class=\"mod\"><span class=\"standout\">Armor On Heal</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Pulsing Shields","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Shields push enemies away from you every 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Shields Push Enemies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Reinforcement","usable":["Forge Guard"],"points":"2","effect":"<span class=\"mod\">You summon additional shields.<ul><li class=\"mod\"><span class=\"standout\">Shields</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Ring Of Shields","usable":["Forge Guard"],"points":"0","effect":"<span class=\"mod\">Manifests a ring of shields around you.  Each shield has 75 base health and lasts up to 10 seconds. Shields draw enemy aggression and block projectiles.  Stats on your equipped shield also apply to the shields created by Ring of Shields<ul></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Rush Wall","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">While using <span class=\"standout\">Shield Rush</span>, your Shields form a wall in front of you, increasing the area you hit.<ul><li class=\"mod\"><span class=\"standout\">Shield Wall During Shield Rush</span> <span class=\"val\"></span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Shield Spike","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Shields reflect a percentage of damage taken to attackers.<ul><li class=\"mod\"><span class=\"standout\">Damage Reflected</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Sturdy Shields","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">When Shields heal allies, they also grant them a non stacking increased block effectiveness buff for 4 seconds.<ul><li class=\"mod\"><span class=\"standout\">Block Effectiveness On Heal</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Tempered Steel","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Ring of Shields costs less mana, but Shields have reduced health.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-3 per point</span></li><li class=\"mod\"><span class=\"standout\">Shield Health</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Touched by Fire","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">You deal additional fire damage with spells and attacks if you have cast Ring of Shields recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+3 per point</span></li></ul>"},{"skill":"Ring Of Shields","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Wreathed in Flame","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">You deal increased melee fire damage if you have cast Ring of Shields recently (last 4 seconds).<ul><li class=\"mod\"><span class=\"standout\">Increased Melee Fire Damage</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Aeroplates","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Throw costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Avenger's Wrath","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw has additional critical strike multiplier scaling with your block effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier per 40 Block Effectiveness</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Burning Crusade","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw and <span class=\"standout\">Lava Burst</span> hits have a chance to ignite enemies and ignites it inflicts last longer.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Colossus","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw&#039;s hits grant you a stack of <span class=\"standout\">Colossus</span> for 4 seconds. This can stack up to 20 times.  Each stack grants you increased armor and additional physical penetration.<ul><li class=\"mod\"><span class=\"standout\">Colossus Stacks Per Hit</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Armor Per Stack</span> <span class=\"val\">+5%</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration Per Stack</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Crippling Throw","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw has a chance to slow and increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Defender's Rage","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Shield Throw&#039;s hits grants you the <span class=\"standout\">Frenzy</span> buff for a short duration.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Disarming Blow","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw&#039;s hits have a chance to apply <span class=\"standout\">Frailty</span>.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Eruption of Coals","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Whenever Shield Throw ricochets on an enemy or ally, it casts <span class=\"standout\">Lava Burst</span>, a spell dealing fire damage to all enemies near the impact.<ul><li class=\"mod\"><span class=\"standout\">Lava Burst Cast On Ricochet</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+2</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Faithguard","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Steel Defense</span> also grants allies stun avoidance when Shield Throw hits them.<ul><li class=\"mod\"><span class=\"standout\">Stun Avoidance Granted To Allies</span> <span class=\"val\">+300</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Fleet of Foot","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">When you use Shield Throw, you are granted <span class=\"standout\">Haste</span> for a duration.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration On Cast (seconds)</span> <span class=\"val\">0.5 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forceful Breaking","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Lava Burst</span> deals damage in a larger area and has an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Lava Burst Area</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Stun Chance</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forgeborn","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw deals additional throwing fire damage and penetrate enemy fire resistance.<ul><li class=\"mod\"><span class=\"standout\">Throwing Fire Damage</span> <span class=\"val\">+5 per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Heavy Shield","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Shield Throw deals more damage (multiplicative with other modifiers) and its hits deal additional throwing damage.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Throwing Damage</span> <span class=\"val\">+6 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Hemrin's Technique","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Shield Throw ricochets to additional targets and you regain health whenever Shield Throw Ricochets, scaling with your Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Ricochets</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gain Per 2 Dex</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Iron Monger","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw&#039;s hits shred enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Magma Rage","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Lava Burst</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Lava Burst Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Manifest Inspiration","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If your <span class=\"standout\">Manifest Armor</span> is hit by the shield, it performs a sweeping melee attack.  This attack cannot be triggered when the shield has no ricochets remaining.<ul><li class=\"mod\"><span class=\"standout\">Manifest Armor Casts Sweeping Melee Attack When Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Molten Shield","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw&#039;s base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.  Bleed chance from all sources is converted to ignite chance for Shield Throw.  Physical resistance shred chance from all sources is converted to fire resistance shred chance for Shield Throw.<ul><li class=\"mod\"><span class=\"standout\">Shield Throw Damage -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed -> Ignite Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Phys Shred -> Fire Res Shred Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Molten Toss","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Throw deals more fire damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Ricochet","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Shield Throw ricochets to additional targets, but it costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Ricochets</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Rygar's Fury","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw deals more hit damage (multiplicative with other modifiers) equal to 100% of your block chance, but you have reduced all resistances while Shield Throw is released.<ul><li class=\"mod\"><span class=\"standout\">Block Chance -> Damage</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">All Resistances</span> <span class=\"val\">-20%</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Sharpened Rim","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Improves Shield Throw&#039;s base critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Shield Barrage","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw can be thrown while you have a shield out, but shields are smaller and deal less damage (multiplicative with other modifiers).  This node has no effect if <span class=\"standout\">Siege Breaker</span> is allocated.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-5%</span></li><li class=\"mod\"><span class=\"standout\">Fewer Ricochets</span> <span class=\"val negative\">-50%</span></li><li class=\"mod\"><span class=\"standout\">Projectile Size</span> <span class=\"val negative\">-30%</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Shield Throw","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Throws a shield at a target enemy. The shield ricochets to up to 2 additional targets before returning to you.  You cannot throw a new shield until the current shield has returned to you.<ul></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Shredding Edge","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw&#039;s hits have a chance to inflict bleed and shred enemy physical resistance.<ul><li class=\"mod\"><span class=\"standout\">Bleed Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Res Shred Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Siege Breaker","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw deals more damage (multiplicative with other modifiers), but Shield Throw has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Sleek Buckler","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Shield Throw has increased attack speed and projectile speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Projectile Speed</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Spiked Plates","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw deals more hit damage (multiplicative with other modifiers) equal to a portion of your block chance.<ul><li class=\"mod\"><span class=\"standout\">Block Chance -> Damage</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Steel Defender","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw can target and ricochet to allies other than yourself, and when it hits allies they are granted <span class=\"standout\">Steel Defense</span> for a duration, granting them additional armor.<ul><li class=\"mod\"><span class=\"standout\">Can Target Allies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Armor With Buff</span> <span class=\"val\">+300</span></li><li class=\"mod\"><span class=\"standout\">Buff Duration (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Testament of Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">The benefits granted by <span class=\"standout\">Steel Defense</span> scale with your Attunement.<ul><li class=\"mod\"><span class=\"standout\">Increased Aegis Effect Per Attunement</span> <span class=\"val\">6%</span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Throwing Arm","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Shield Throw can ricochet between additional targets, including you if there are no other targets.<ul><li class=\"mod\"><span class=\"standout\">Ricochets</span> <span class=\"val\">+4</span></li><li class=\"mod\"><span class=\"standout\">Can Ricochet To You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Shield Throw","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Vampiric Steel","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Shield Throw leeches a portion of its damage to you.  Additionally you steal armor from enemies you hit for 4 seconds, meaning you reduce their armor and gain additional armor yourself.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Armor Stolen</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Axe Volley","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">When releasing a fully charged Smelter&#039;s Wrath you also release five throwing axes in a cone in front of you, a throwing attack dealing physical damage to enemies hit.<ul><li class=\"mod\"><span class=\"standout\">Axe Volley When Fully Charged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Backdraft","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">When Smelter&#039;s Wrath is released, a duplicate attack is released in the opposite direction.<ul><li class=\"mod\"><span class=\"standout\">Smelter's Wrath Cast Again</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bellows","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Furnace</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Furnace Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Blacksmith's Breadth","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Smelter&#039;s Wrath charges up faster to reach its maximum area sooner.<ul><li class=\"mod\"><span class=\"standout\">Charging Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bolster","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">While charging Smelter&#039;s Wrath you have more armor and endurance threshold (multiplicative with other modifiers)<ul><li class=\"mod\"><span class=\"standout\">Armor While Charging</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Endurance Threshold While Charging</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Brightsmith","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Smelter&#039;s Wrath converts your increased attack speed to increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Increased Attack Speed -> Increased Critical Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Bury The Hatchet","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Axe Volley</span> hits deal more hit damage per point of Dexterity.<ul><li class=\"mod\"><span class=\"standout\">Axe Volley Hit Damage per Dexterity</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Crucible","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">When fully charged, Smelter&#039;s Wrath leaves behind a <span class=\"standout\">Burning Patch</span> for 6 seconds which ignites all enemies who stand in it twice per second.  Smelter&#039;s Wrath costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Burning Patch When Fully Charged</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Detonation","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Smelter&#039;s Wrath now releases in a nova around you instead of a cone, but costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Cone Attack -> Nova Attack</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Ferrous Smash","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits have an increased chance to stun enemies per second channelled.<ul><li class=\"mod\"><span class=\"standout\">Increased Stun Chance Per Second</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Final Strike","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits instantly kill enemies that are below a health threshold (a percentage of their maximum health). This kill threshold is doubled at maximum charge.<ul><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forge Scale","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits have a chance to shred enemies&#039; armor for each second channelled.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Chance Per Second</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Forged By Fire","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Furnace</span> has a chance to ignite enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Furnace Ignite Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Furnace","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Smelter&#039;s Wrath spews <span class=\"standout\">Furnace</span> while charging, a fire spell that deals damage over time in a cone to enemies.<ul><li class=\"mod\"><span class=\"standout\">Channel Furnace While Charging</span> <span class=\"val\"></span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Heavy Strike","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Smelter&#039;s Wrath deals more damage (multiplicative with other modifiers) for each second channelled.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Second</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Liquefy","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Furnace</span> has a chance to reduce enemy armor each second.<ul><li class=\"mod\"><span class=\"standout\">Furnace Armor Shred Chance</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Quench","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Furnace</span> has a chance to slow enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Furnace Slow Chance</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Rebuff","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Smelter&#039;s Wrath charges up slower to reach its maximum area later (multiplicative with other channel speed modifiers).  Additionally, Smeler&#039;s Wrath gains additional physical and fire penetration per second channeled.<ul><li class=\"mod\"><span class=\"standout\">Charging Speed</span> <span class=\"val\">-10% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration Per Second</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Physical Penetration Per Second</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Smelter's Wrath","usable":["Forge Guard"],"points":"0","effect":"<span class=\"mod\">Channel to charge a powerful frontal cone attack, dealing fire and physical damage to all enemies hit. Charging for longer increases its range and power. 2 second maximum charge time.  Your armor is doubled while channelling Smelter&#039;s Wrath.<ul></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Soldering Strike","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits have a chance to ignite enemies for each second channelled.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance Per Second</span> <span class=\"val\">+200% per point</span></li><li class=\"mod\"><span class=\"standout\">Ignite Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Stinging Steel","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Smelter&#039;s Wrath has additional critical strike chance for each second channeled.  Additionally, it has additional critical strike multiplier for each second channeled.<ul><li class=\"mod\"><span class=\"standout\">Added Critical Strike Chance Per Second</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Added Critical Multiplier Per Second</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Stoked Flames","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits deal more damage to ignited enemies per stack of ignite, up to a maximum of 150%.  This effect is multiplicative with other modifiers.<ul><li class=\"mod\"><span class=\"standout\">More Hit Damage Per Ignite Stack</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Sulphurous Sublimation","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Increased Area for Area Skills stats no longer increases Smelter&#039;s Wrath&#039;s charge speed and instead grants its more fire damage over time (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Fire Damage Over Time per 1% Increased Area</span> <span class=\"val\">3%</span></li><li class=\"mod\"><span class=\"val negative\">Increased Area no longer affects Charge Speed</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Tempered Blows","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits deal more damage (multiplciative with other modifiers) for each second channelled, but Smelter&#039;s Wrath charges more slowly.<ul><li class=\"mod\"><span class=\"standout\">More Damage Per Second</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Charging Speed</span> <span class=\"val negative\">-12% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Valiance","usable":["Forge Guard"],"points":"3","effect":"<span class=\"mod\">Smelter&#039;s Wrath hits deal more damage to rare enemies and bosses (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Hit Damage Against Rares And Bosses</span> <span class=\"val\">20% per point</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Vulcanic Mastery","usable":["Forge Guard"],"points":"1","effect":"<span class=\"mod\">Smelter&#039;s Wrath has doubled crit chance and deals more damage when fully charged (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Crit Chance At Full Charge</span> <span class=\"val\">100%</span></li><li class=\"mod\"><span class=\"standout\">Damage At Full Charge</span> <span class=\"val\">+50%</span></li></ul>"},{"skill":"Smelter's Wrath","skill-group":"Forge Guard","class":"Sentinel","mastery":"Forge Guard","name":"Whetstone","usable":["Forge Guard"],"points":"5","effect":"<span class=\"mod\">Smelter&#039;s Wrath deals more melee damage and fire damage (multiplicative with other modifiers). These bonuses are increased by charging for longer.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage</span> <span class=\"val\">+4% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage per Second</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Damage per Second</span> <span class=\"val\">+2% per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Bane of Evil","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Healing hands deals additional spell damage based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.<ul><li class=\"mod\"><span class=\"standout\">Spell Damage per 20% increased Healing Effectiveness</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Blessed Parish","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Healing Hands has an increased area of effect and a lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-2 per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Cleric's Hammer","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">When you directly use a melee attack and hit at least one enemy, you have a chance to cast Healing Hands around the target. This consumes mana based on Healing Hands&#039;s mana cost.  Healing Hands restores less up front health when cast indirectly.<ul><li class=\"mod\"><span class=\"standout\">Healing Hands Chance on Melee Hit</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Healing Hands Mana Consumption</span> <span class=\"val negative\">110%</span></li><li class=\"mod\"><span class=\"standout\">Less Up Front Healing For Indirect Casts</span> <span class=\"val negative\">-65%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Cleric's Wrath","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Healing hands deals more damage (multiplicative with other modifiers) based on the combined levels of your specialised Buff skills.<ul><li class=\"mod\"><span class=\"standout\">Damage per Level of Specialised Buff Skills</span> <span class=\"val\">+0.5% per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Cloud Voyager","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">A portion of Healing Hands&#039; remaining cooldown is recovered if you use it to heal an ally other than yourself. This effect can occur once per direct cast of Healing Hands.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovered on Ally Healed</span> <span class=\"val\">75%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Consecrated Storm","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Healing hands has a chance to <span class=\"standout\">Electrify</span> on hit.<ul><li class=\"mod\"><span class=\"standout\">Electrify Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Divine Barrier","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands also grants ward to allies based on your Attunement.  If the ally has an effect that causes them to gain ward per second based on their missing health, then it will not heal them, but will provide a percentage of its healing as ward.<ul><li class=\"mod\"><span class=\"standout\">Ward per 2 Attunement</span> <span class=\"val\">1</span></li><li class=\"mod\"><span class=\"standout\">Healing Conversion</span> <span class=\"val\">20%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Divine Catalyst","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You cast <span class=\"standout\">Divine Bolt</span> at nearby enemies when you directly cast healing hands and heal yourself or an ally.  Divine Bolt is affected by specific passives from the Paladin tree and if you take this node then Divine Bolt from all sources scales with nodes on this tree.<ul><li class=\"mod\"><span class=\"standout\">Divine Bolts Cast</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Font of Salvation","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If you heal an allied player other than yourself that was below half prior to healing, Healing Hands restores them to full health and grants them ward equal to 80% of their max health.  This has no effect on you, nor on minions, nor players that have an effect that causes them to gain ward per second based on their missing health.<ul><li class=\"mod\"><span class=\"standout\">Heal Party Members to Full</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Heal to Full Threshold</span> <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"standout\">Health Gained as Ward when Healing to Full</span> <span class=\"val\">80%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Guardian's Chant","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Healing Hands also grants ward per second for three seconds after being cast on an ally.  The ward per second is equal to a proportion of the ward granted up front by the other nodes on this tree and by items that cause you to grant ward with Healing Hands.  This effect cannot stack multiple times, casting again on the same ally just refreshes the duration.<ul><li class=\"mod\"><span class=\"standout\">Upfront Ward gained as Ward per Second</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Ward per Second Duration (Seconds)</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Halted Scourge","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands <span class=\"standout\">Immobilizes</span> void enemies for 1 second on hit and deals more damage to them (multiplicative with other modifiers).  Healing Hands grants allies 10% less void damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.<ul><li class=\"mod\"><span class=\"standout\">Immobilize Void Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage vs Void Enemies</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Void Damage Taken</span> <span class=\"val\">-10%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Hand of Aurelus","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">When you directly cast Smite, you have a chance to cast Healing Hands around the target location. This consumes 70% of its mana cost.<ul><li class=\"mod\"><span class=\"standout\">Healing Hands Chance on Smite Cast</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Healing Hands","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Heals all allies in a target area for 50 health and applies a lingering warmth which heals 80 health over the next 3 seconds. The lingering warmth cannot stack on the same target.<ul></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Holy Winds","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Healing Hands deals more lightning damage over time (multiplicative with other modifiers) and when you hit an electrified enemy with Healing Hands it spreads all stacks of your stacks of electrify from that enemy to a number of other enemies within 5 metres.<ul><li class=\"mod\"><span class=\"standout\">Lightning Damage Over Time</span> <span class=\"val\">+40% per point</span></li><li class=\"mod\"><span class=\"standout\">Targets to Spread Electrify to</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Homeward","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">If Healing Hands would not affect any allied players at the chosen target location, it is cast centered on you instead.  Healing Hands has increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Cast at self if not targeting ally</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Healing Effectiveness</span> <span class=\"val\">18%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Prayer of the Fallen","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Healing Hands has increased healing effectiveness. This bonus is doubled if there is a dead player within 30 meters.<ul><li class=\"mod\"><span class=\"standout\">Increased Healing Effectiveness</span> <span class=\"val\">25% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled if Dead Player Nearby</span> <span class=\"val\"></span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Purity of Thought","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands has a lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">-5</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Rahyeh's Chariot","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you directly use Healing Hands you dash to the target location first. However, Healing Hands now has a cooldown and counts a <span class=\"standout\">Traversal</span> skill.  This does not affect indirect casts of Healing Hands.<ul><li class=\"mod\"><span class=\"standout\">Dash to the Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Counts as Traversal Skill</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Duration (seconds)</span> <span class=\"val negative\">6</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sacred Gift","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">When you cast Healing Hands, there is a chance it spawns a <span class=\"standout\">Health Globe</span> at a random point inside the area of effect. When an ally walks over the globe, it is consumed, healing them for 70 health.<ul><li class=\"mod\"><span class=\"standout\">Health Globe Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Searing Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands now hits enemies within its area of effect, dealing spell fire damage. Added spell damage applies to it at 200% effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Deals Fire Damage on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Seraph Blade","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands is converted into a melee attack that hits in a wide arc in front of you. It now scales with melee damage instead of spell damage and effects on this tree that granted spell damage now grant melee damage instead.  Healing Hands still heals you, as well as allies within its area of affect.<ul><li class=\"mod\"><span class=\"standout\">Deals Fire Damage on Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Skyfall","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While channelling Healing Hands you also call down a beam from the sky that deals fire damage over time to enemies around the target area and heals allies within its area of effect.  Healing Hands costs additional mana per second while channelling.<ul><li class=\"mod\"><span class=\"standout\">Sky Beam while Channelling</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">+7</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sun Shroud","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You are immune to damage while moving with Healing Hands.<ul><li class=\"mod\"><span class=\"standout\">Immune while Moving</span> <span class=\"val\"></span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Synthesis of Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Healing Hands also grants ward to allies based on your Increased Healing Effectiveness and on Increased Healing Effectiveness from this tree.<ul><li class=\"mod\"><span class=\"standout\">Ward per 10% increased Healing Effectiveness</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Turn Undead","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands fears Undead Enemies for 2 to 3 seconds on hit and deals more damage to them (multiplicative with other modifiers).  Healing Hands grants allies 10% less necrotic damage taken (multiplicative with other modifiers) for 10 seconds when cast on them. This buff does not stack.<ul><li class=\"mod\"><span class=\"standout\">Fear Undead Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage vs Undead Enemies</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Necrotic Damage Taken</span> <span class=\"val\">-10%</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Unbroken Prayer","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Healing Hands becomes a channeled ability, casting 4 times per second regardless of cast speed, and draining your mana.<ul><li class=\"mod\"><span class=\"standout\">Channeled Healing Hands</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Casts Per Second</span> <span class=\"val\">4</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost Per Second</span> <span class=\"val negative\">10</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Urgent Healing","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Healing Hands restores additional health up front.<ul><li class=\"mod\"><span class=\"standout\">Up Front Healing</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Virtue of Patience","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Healing Hands takes longer to cast, but deals more damage (multiplicative with other modifiers) and has increased healing effectiveness and a larger area of effect.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+24% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Healing</span> <span class=\"val\">24% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Area</span> <span class=\"val\">16% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val negative\">-16% per point</span></li></ul>"},{"skill":"Healing Hands","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Vow of Restoration","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Healing Hands restores additional health over time. This lasts for three seconds just like Healing Hands&#039; inherent healing over time effect.<ul><li class=\"mod\"><span class=\"standout\">Additional Healing Per Second</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Against The Odds","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Holy Aura grants you and your allies ward when blocking attacks.<ul><li class=\"mod\"><span class=\"standout\">Ward Gained On Block</span> <span class=\"val\">7 per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Call To Arms","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased physical damage.<ul><li class=\"mod\"><span class=\"standout\">Physical Damage</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Concentration","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Holy Aura&#039;s active duration lasts longer, but Holy Aura&#039;s cooldown lasts longer and its passive is disabled during its cooldown.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+5</span></li><li class=\"mod\"><span class=\"val negative\">Holy Aura Disabled During Cooldown</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Demoralizing Aura","usable":["Paladin"],"points":"2","effect":"<span class=\"mod\">Activating Holy Aura grants you a chance to slow surrounding enemies each second.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance When Active</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Expedite","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Holy Aura grants you and your allies increasing throwing attack speed and a chance to gain <span class=\"standout\">Haste</span> for 1 second on hit.<ul><li class=\"mod\"><span class=\"standout\">Throwing Attack Speed</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Haste Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Extreme Zeal","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Holy Aura causes you and your allies&#039; critical strikes to deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Faith","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\">Holy Aura regenerates ward for you and nearby allies.<ul><li class=\"mod\"><span class=\"standout\">Ward Regen Per Second</span> <span class=\"val\">3 per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Faith's Reward","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Holy Aura grants you and your allies a burst of ward when activated, but Holy Aura has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Ward Granted On Activation</span> <span class=\"val\">400</span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+5</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Fanaticism","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased attack and cast speed.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Firestorm","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased fire and lightning damage.<ul><li class=\"mod\"><span class=\"standout\">Increased Global Fire Damage</span> <span class=\"val\">10% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Global Lightning Damage</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Flame Burst","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Your melee hits apply 10 stacks of <span class=\"standout\">Fiery Inquisition</span> and the melee hits of other allies affected by the aura apply 1 stack. If an enemy reaches 60 stacks, the stacks are consumed to release a <span class=\"standout\">Flame Burst</span>, dealing fire damage to surrounding enemies.  While Holy Aura is active twice as many stacks are applied.  The <span class=\"standout\">Flame Burst</span> scales with the stats of the player or minion that triggers it.<ul><li class=\"mod\"><span class=\"standout\">Flame Burst</span> <span class=\"val\"></span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Holy Aura","usable":["Paladin"],"points":"0","effect":"<span class=\"mod\">You and nearby allies passively gain 30% increased damage and +15% additional elemental resistance. Activating Holy Aura doubles the stat bonuses for 4 seconds.<ul></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Hope","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">When an enemy dies in Holy Aura&#039;s area of effect, there is a chance it spawns a <span class=\"standout\">Health Globe</span>, healing for 70 health.<ul><li class=\"mod\"><span class=\"standout\">Health Globe Chance</span> <span class=\"val\">12%</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Improved Flame Burst","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">If you are the one to get the final hit to unleash <span class=\"standout\">Flame Burst</span> on an enemy, it deals significantly more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Flame Burst Damage</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Inner Flame","usable":["Paladin"],"points":"2","effect":"<span class=\"mod\">Your melee hits apply an additional stack of <span class=\"standout\">Fiery Inquisition</span> and if you are the one to get the final hit to unleash <span class=\"standout\">Flame Burst</span> on an enemy, it deals damage in an increased area.<ul><li class=\"mod\"><span class=\"standout\">Stacks on Melee Hit</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Flame Burst Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Mighty Shield","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Holy Aura grants you and your allies additional block effectiveness and health when blocking attacks.<ul><li class=\"mod\"><span class=\"standout\">Block Effectiveness</span> <span class=\"val\">+30 per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gained On Block</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Purification","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Holy Aura grants you and your allies additional poison resistance. Activating Holy Aura cleanses ailments for you and your allies.<ul><li class=\"mod\"><span class=\"standout\">Poison Resistance</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"standout\">Cleanses Ailments</span> <span class=\"val\"></span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Rahyeh's Devotion","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Holy Aura grants you and your allies a chance to ignite and electrify enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Electrify Chance</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Rahyeh's Fury","usable":["Paladin"],"points":"2","effect":"<span class=\"mod\">Holy Aura causes you and your allies to penetrate enemy fire and lightning resistance.<ul><li class=\"mod\"><span class=\"standout\">Fire Penetration</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Lightning Penetration</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Redemption","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Increased Healing</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Shelter from the Storm","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\">Holy Aura grants you and your allies additional elemental resistance and endurance threshold.<ul><li class=\"mod\"><span class=\"standout\">Elemental Resistance</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Endurance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Shielded By Faith","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased ward retention.<ul><li class=\"mod\"><span class=\"standout\">Ward Retention</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Strength From Afar","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased throwing attack damage and increased stun chance with throwing attacks.<ul><li class=\"mod\"><span class=\"standout\">Throwing Attack Damage</span> <span class=\"val\">+12% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Throwing Attack Stun Chance</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Swiftness","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Holy Aura grants you and your allies additional dodge chance.<ul><li class=\"mod\"><span class=\"standout\">Dodge Rating</span> <span class=\"val\">+20 per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"True Strike","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Holy Aura","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Vital Boon","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Holy Aura grants you and your allies increased health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Health Regen</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Anointed","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> becomes a <span class=\"standout\">Consecrating Aura</span> which surrounds you and has a longer duration, but Judgement costs more mana. Judgement deals significantly more damage over time.<ul><li class=\"mod\"><span class=\"standout\">Consecrated Ground -> Aura</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Ascendant Liturgy","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Judgement gains significant physical and fire penetration, but no longer leaves behind <span class=\"standout\">Consecrated Ground</span>.<ul><li class=\"mod\"><span class=\"standout\">Physical and Fire Penetration</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"val negative\">No Consecrated Ground</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Ashes To Dust","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> has a chance to shred enemy armor each second.<ul><li class=\"mod\"><span class=\"standout\">Consecrated Ground Armour Shred Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Cleansing Light","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Holy Eruption</span> cleanses negative ailments, such as ignite and chill, on you and allies. This effect can occur a limited number of times per 10 seconds.<ul><li class=\"mod\"><span class=\"standout\">Holy Eruption Cleanses Ailments</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Limit per 10 Seconds</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Deliverance","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">If you hit at least one enemy with Judgement you gain the <span class=\"standout\">Deliverance</span> buff, which drastically increases mana regen and health regen.<ul><li class=\"mod\"><span class=\"standout\">Deliverance Duration (seconds)</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Health Regen</span> <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Regen</span> <span class=\"val\">50%</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Destructive Impact","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> heals allies and deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Divine Destruction","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement hits and <span class=\"standout\">Conscrated Ground</span> deal more damage against enemies at high health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against High Health</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Conscrated Ground Damage Against High Health</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Ensuing Fervour","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">You gain Frenzy for a duration after using Judgement if it hits at least one enemy.<ul><li class=\"mod\"><span class=\"standout\">Frenzy Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Expedite","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> restores more health, but has a shorter duration.<ul><li class=\"mod\"><span class=\"standout\">Consecrated Ground Healing</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-20% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Fervent Impact","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement hits have more critical strike chance against ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">More Critcal Chance Against Ignited</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Flaming Soul","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Consecrated Ground Damage</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Holy Blast","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Holy Eruption</span> deals more damage (multiplicative with other modifiers) and restore more health.<ul><li class=\"mod\"><span class=\"standout\">Holy Eruption Damage</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Holy Eruption Healing</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Holy Eruption","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">When <span class=\"standout\">Consecrated Ground</span> finishes, it casts <span class=\"standout\">Holy Eruption</span>, dealing fire damage to all nearby enemies and heals you and all your nearby allies for 80 health.<ul><li class=\"mod\"><span class=\"standout\">Holy Eruption</span> <span class=\"val\"></span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Holy War","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">While you have the <span class=\"standout\">Deliverance</span> buff whenever you directly use Vengeance, Rive, or Multistrike and hit at least one enemy you regain additional mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain With Vengeance</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain With Rive</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Mana Gain With Multistrike</span> <span class=\"val\">5</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Judgement","usable":["Paladin"],"points":"0","effect":"<span class=\"mod\">A powerful melee attack that leaves an area of <span class=\"standout\">Consecrated Ground</span> for 4 seconds.  Allies on the <span class=\"standout\">Consecrated Ground</span> are healed for 50 health each second.  Enemies on Consecrate Ground take fire damage over time that scales with spell damage. Consecrate Ground gains 1 spell damage per 5% increased healing effectiveness.<ul></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Lingering Force","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Pious Offering","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\">Judgement now also consumes a percentage of your current mana and deals more damage (multiplicative with other modifiers) per mana consumed.<ul><li class=\"mod\"><span class=\"standout\">Current Mana Consumed</span> <span class=\"val\">5% per point</span></li><li class=\"mod\"><span class=\"standout\">More Damage per 1 Mana</span> <span class=\"val\">+2%</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Proclamation","usable":["Paladin"],"points":"5","effect":"<span class=\"mod\">Judgement deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Stun Chance</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Prophesied Immolation","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Judgement&#039;s melee attack cannot be dodged and deals more fire damage (multiplicative with other modifiers) based on your increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Fire Damage per 10% Increased Healing Effectiveness</span> <span class=\"val\">+1%</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Punish","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Purifying Flame","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement hits and <span class=\"standout\">Consecrated Ground</span> deal more damage against ignited enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Ignited Enemies</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Conscrated Ground Damage Against Ignited Enemies</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Righteous Decree","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement also casts <span class=\"standout\">Smite</span> at nearby enemies. Smite consumes mana equal to its mana cost for each cast.<ul><li class=\"mod\"><span class=\"standout\">Smite Casts</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"val negative\">Smite Costs Mana</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sacred Sword","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement hits have a chance to ignite enemies and ignites applied by Judgement have additional Fire Penetration.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Fire Penetration with Ignite</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sanctification","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Judgement now pulls in enemies and slows them, but its initial hit no longer deals damage.<ul><li class=\"mod\"><span class=\"standout\">Judgement Hit Pulls Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slows Enemies</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Judgement Hit Deals No Damage</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sanctified Serenity","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Consecrated Ground</span> has increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Consecrated Ground Healing Effectiveness</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Scourgebane","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement hits deal more hit damage to rare and boss enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Hit Damage Against Rares And Bosses</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Swift Verdict","usable":["Paladin"],"points":"3","effect":"<span class=\"mod\">Judgement has a shorter cooldown and a lower mana cost.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">11% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Symbol of Sacrifice","usable":["Paladin"],"points":"2","effect":"<span class=\"mod\">Judgement consumes all of your <span class=\"standout\">Symbols of Hope</span> to deal additional fire damage for each Symbol consumed.<ul><li class=\"mod\"><span class=\"standout\">Melee Fire Damage Per Symbol</span> <span class=\"val\">+6 per point</span></li><li class=\"mod\"><span class=\"standout\">Spell Fire Damage Per Symbol</span> <span class=\"val\">+6 per point</span></li><li class=\"mod\"><span class=\"val negative\">Consumes Symbols</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Urgent Inquisition","usable":["Paladin"],"points":"1","effect":"<span class=\"mod\">Judgement no longer has a cooldown, but costs substantially more mana and its healing restores less health (multiplicative with other modifiers). Its mana cost now counts as mana consumed for the effect of the <span class=\"standout\">Pious Offering</span> node.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val\">+50</span></li><li class=\"mod\"><span class=\"standout\">Consecrated Ground Healing</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Judgement","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Warrior's Tithe","usable":["Paladin"],"points":"4","effect":"<span class=\"mod\">Judgement&#039;s melee attack heals you and nearby allied players for each enemy it hits. This healing is affected by your increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Healing per Melee Hit</span> <span class=\"val\">10 per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Burning Sign","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Symbols grant you and your allies a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance Per Symbol</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Celestial Concentration","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Symbols of Hope grants you and your allies increased mana regeneration.<ul><li class=\"mod\"><span class=\"standout\">Increased Mana Regen Per Symbol</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Cleansing Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Divine Flare now has a chance per Symbol consumed to cleanse negative ailments on allies, and a chance per Symbol consumed to blind nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Cleanse Ailment Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Blind Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Decree of Flame","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Symbols grant you and your allies additional fire damage.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage Per Symbol</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Divine Flare","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Symbol of Hope&#039;s active effect creates a <span class=\"standout\">Divine Flare</span> that deals fire damage to enemies in an area around you and heals allies for 50 health per Symbol consumed, but it no longer grants damage reduction.  Symbol of Hope&#039;s cooldown is significantly reduced, and it is no longer instant cast.<ul><li class=\"mod\"><span class=\"standout\">Activation Casts Divine Flare</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reduced Cooldown</span> <span class=\"val\">80%</span></li><li class=\"mod\"><span class=\"val negative\">Not Instant Cast</span></li><li class=\"mod\"><span class=\"val negative\">No Damage Reduction</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Empowering Symbols","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Symbols increase the damage of you and your allies.<ul><li class=\"mod\"><span class=\"standout\">Damage Granted Per Active Symbol</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Enduring Hope","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Symbols of Hope has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Energized Flare","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Divine Flare</span> now has a chance to gain a Symbol on kill or when hitting a boss or rare enemy.<ul><li class=\"mod\"><span class=\"standout\">Symbol On Kill Chance</span> <span class=\"val\">10%</span></li><li class=\"mod\"><span class=\"standout\">Symbol On Hit Chance</span> <span class=\"val\">10%</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Faith","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you activate Symbols of Hope, gain ward equal to a portion of your maximum health per symbol consumed.<ul><li class=\"mod\"><span class=\"standout\">Portion Of Health To Ward Per Symbol</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Fervor","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Symbol of Hope&#039;s active effect also grants Haste for its duration.<ul><li class=\"mod\"><span class=\"standout\">Haste On Activation</span> <span class=\"val\"></span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Healing Rites","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Symbol of Hope&#039;s active effect also grants increased healing effectiveness for its duration.<ul><li class=\"mod\"><span class=\"standout\">Healing Effectiveness On Activation</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Heavenly Justice","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You and your allies gain increased critical strike chance per Symbol.<ul><li class=\"mod\"><span class=\"standout\">Increased Crit Chance Per Symbol</span> <span class=\"val\">4% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Holy Revelation","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You gain Symbols of Hope faster.<ul><li class=\"mod\"><span class=\"standout\">Symbols Of Hope Gain Rate</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Inspire Hope","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can now cast Symbols of Hope&#039;s active effect on your allies. Any effects from this tree will now be granted to the recipient.<ul><li class=\"mod\"><span class=\"standout\">Symbols Of Hope Cast On Allies</span> <span class=\"val\"></span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Invigorate","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Symbols grant you and your allies increased healing effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Increased Healing Per Symbol</span> <span class=\"val\">+4% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Iron Symbols","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Symbols grant you and your allies additional endurance threshold<ul><li class=\"mod\"><span class=\"standout\">Endurance Threshold Per Symbol</span> <span class=\"val\">+15 per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Meditation","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Symbols now only affect you, but provide twice as much health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Double Health Regen From Symbols</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Symbols Only Affect You</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Polygram","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can summon an additional Symbol.<ul><li class=\"mod\"><span class=\"standout\">Maximum Symbols</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Quiet Mind","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Symbols of Hope costs less mana and the active effect lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Active Effect Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Renewed Hope","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You have a chance to regain a Symbol after activation.<ul><li class=\"mod\"><span class=\"standout\">Chance To Regain Symbol</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sigils Of Hope","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Every 2 seconds, summons a symbol that orbits you, causing you and your allies&#039; attacks and spells to deal 3 additional fire damage and increasing health regeneration by 20%.  Activate to consume the symbols, granting 100 ward and 5% less damage taken per symbol for 3 seconds.  You can have up to 3 symbols at a time.<ul></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Sign of the Guardian","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Symbols grant additional block chance and block effectiveness.<ul><li class=\"mod\"><span class=\"standout\">Block Chance Per Active Symbol</span> <span class=\"val\">+1% per point</span></li><li class=\"mod\"><span class=\"standout\">Block Effectiveness Per Active Symbol</span> <span class=\"val\">+15 per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Symbol of Righteousness","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Your Symbols of Hope have increased effect on your other allies.<ul><li class=\"mod\"><span class=\"standout\">Increased Symbols Effect For Other Allies</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Symbols of Despair","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Fire damage provided by Symbols is converted to void damage. Each Symbol now grants 15% increased void damage, but no longer increases health regeneration.<ul><li class=\"mod\"><span class=\"standout\">Fire Damage -> Void Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Void Damage Per Active Symbol</span> <span class=\"val\">15%</span></li><li class=\"mod\"><span class=\"val negative\">Symbols Do Not Increase Health Regen</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Tetragram","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You can summon an additional Symbol.<ul><li class=\"mod\"><span class=\"standout\">Maximum Symbols</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Unwavering Faith","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Activating Symbols of Hope now heals you for a portion of your maximum health.<ul><li class=\"mod\"><span class=\"standout\">Portion Of Health Healed</span> <span class=\"val\">10% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Waves of Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Directly cast Divine Flares which hit a rare enemy or boss have a chance per symbol consumed to recast Divine Flare.<ul><li class=\"mod\"><span class=\"standout\">Recast Chance per Symbol Consumed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Well of Light","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Divine Flare</span> deals more damage (multiplicative with other modifiers) in a larger area per Symbol consumed.<ul><li class=\"mod\"><span class=\"standout\">Divine Flare Damage Per Symbol</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Divine Flare Area Per Symbol</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Symbols of Hope","skill-group":"Paladin","class":"Sentinel","mastery":"Paladin","name":"Zeal of Storms","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Symbols of Hope grants you and your allies additional chance to electrify on hit.<ul><li class=\"mod\"><span class=\"standout\">Electrify Chance Per Symbol</span> <span class=\"val\">+6% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Dispersion","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Abyssal Echoes costs less mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Echoes","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">A nova that echoes from up to 8 enemies it reaches and applies abyssal decay. Enemies with abyssal decay take void damage over time for 5 seconds, if they take a hit all the damage from abyssal decay is dealt to them immediately.<ul></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Tendrils","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Nether Coating</span> also grants you a chance to inflict <span class=\"standout\">Time Rot</span> on hit.<ul><li class=\"mod\"><span class=\"standout\">Time Rot Chance With Buff</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Corrupting Harness","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Abyssal Echoes can chain additional times.   This effect is tripled for echoed casts.<ul><li class=\"mod\"><span class=\"standout\">Additional Chains</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Crippling Waves","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Abyssal Echoes&#039; initial burst slows enemies.<ul><li class=\"mod\"><span class=\"standout\">Slow Stacks</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Crumbling","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Abyssal Decay causes enemies to take increased damage over time.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time Taken</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dark Torrent","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes can now be cast at the target location.<ul><li class=\"mod\"><span class=\"standout\">Targeted Abyssal Echoes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Deep Expanse","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Abyssal Echoes affects a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Embrace the Darkness","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Directly using Abyssal Echoes grants you <span class=\"standout\">Nether Coating</span> for 5 seconds, granting you increased attack speed with your melee and throwing attacks and causing you to deal more damage to blinded enemies.<ul><li class=\"mod\"><span class=\"standout\">Damage vs Blinded with Buff</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Attack Speed with Buff</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Fiery Chasm","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Abyssal Echoes&#039; initial burst has a chance to ignite enemies.<ul><li class=\"mod\"><span class=\"standout\">Ignite Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Fragility","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Decay causes enemies to have reduced physical resistance, but it is no longer consumed when the enemy is hit.<ul><li class=\"mod\"><span class=\"standout\">Physical Resistance</span> <span class=\"val\">-10%</span></li><li class=\"mod\"><span class=\"standout\">Abyssal Decay Lingers</span> <span class=\"val\"></span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Freedom of Movement","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Decay causes Enemies that would apply <span class=\"standout\">Slow</span> to instead grant their target <span class=\"standout\">Haste</span> for 1 second.<ul><li class=\"mod\"><span class=\"standout\">Slow -> Haste On You</span> <span class=\"val\"></span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Heavenly Gift","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes&#039; damage now scales with attunement rather than vitality, and its healing effectiveness is also increased by attunement.<ul><li class=\"mod\"><span class=\"standout\">Vitality -> Attunement Scaling</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Increased Healing Per Attunement</span> <span class=\"val\">4%</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Impair the Weak","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Decay now deals damage when the enemy is hit, rather than over time. Each hit deals a portion of the full damage Abyssal Decay would have dealt over its full duration. This damage still counts as damage over time.<ul><li class=\"mod\"><span class=\"standout\">DoT -> Damage To Enemy On Hit</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage Portion Of Abyssal Decay</span> <span class=\"val\">5%</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Myopia","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Decay now blinds enemies.<ul><li class=\"mod\"><span class=\"standout\">Blinds</span> <span class=\"val\"></span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Nether Breach","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Directly using Abyssal Echoes has a chance to cast a <span class=\"standout\">Void Rift</span> from each nearby <span class=\"standout\">Devouring Orb</span>.<ul><li class=\"mod\"><span class=\"standout\">Void Rift Chance</span> <span class=\"val\">25% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Overwhelming Doom","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Decay spreads to enemies further away and can spread to more enemies when it spreads.<ul><li class=\"mod\"><span class=\"standout\">Spreading Distance</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Number Of Enemies Spread To</span> <span class=\"val\">+2</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Potent Corruption","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes&#039; initial burst now hits and deals spell void damage, but no longer inflicts Abyssal Decay.<ul><li class=\"mod\"><span class=\"standout\">Spell Void Damage On Hit</span> <span class=\"val\">60</span></li><li class=\"mod\"><span class=\"val negative\">No Abyssal Decay</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Resounding Abyss","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Echoed casts deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Echoed Damage</span> <span class=\"val\">+30% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Rippling Corrosion","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Abyssal Echoes&#039; initial burst shreds enemy armor.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Stacks</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Sanguine Eruption","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes&#039; initial burst consumes all stacks of bleed on the enemy, causing their damage to be dealt instantly.<ul><li class=\"mod\"><span class=\"standout\">Bleed Stacks Consumed</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Bleed Stacks Deal Damage Instantly</span> <span class=\"val\"></span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Screaming Rifts","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes now creates an <span class=\"standout\">Abyssal Rift</span> at the target location that casts Abyssal Echoes for you 3 times at its location before expiring.<ul><li class=\"mod\"><span class=\"standout\">Abyssal Rift At Target Location</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Abyssal Echoes Casts From Location</span> <span class=\"val\">3</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Shrieking Echoes","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Abyssal Rifts</span> cast additional Abyssal Echoes.<ul><li class=\"mod\"><span class=\"standout\">Additional Abyssal Echoes Casts</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Spreading Chaos","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Decay now spreads to several nearby enemies after 1 second.<ul><li class=\"mod\"><span class=\"standout\">Abyssal Decay Spreads</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Number Of Enemies Spread To</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Tides of Rust","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Armor shred applied by Abyssal Decay has increased effect.<ul><li class=\"mod\"><span class=\"standout\">Armor Shred Effect</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Compression","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes no longer has a cooldown, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Turbulence","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Abyssal Decay has increased duration.<ul><li class=\"mod\"><span class=\"standout\">Abyssal Decay Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Purifier","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Spell void damage from <span class=\"standout\">Potent Corruption</span><span class=\"standout\">Vorpal Reverberation</span> and attribute scaling is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage.  Abyssal Echoes&#039; initial burst now also heals you and your allies and nodes on this tree that grant more damage also grant more healing.<ul><li class=\"mod\"><span class=\"standout\">Void -> Fire Damage</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Healing</span> <span class=\"val\">60</span></li><li class=\"mod\"><span class=\"standout\">More Healing From Damage Nodes</span> <span class=\"val\"></span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Supremacy","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">After casting Abyssal Echoes your next <span class=\"standout\">Erasing Strike</span> and <span class=\"standout\">Void Cleave</span> deal more damage (multiplicative with other modifiers) to slowed enemies.<ul><li class=\"mod\"><span class=\"standout\">Erasing Strike Damage To Slowed</span> <span class=\"val\">+20% per point</span></li><li class=\"mod\"><span class=\"standout\">Void Cleave Damage To Slowed</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Vorpal Explosion","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Abyssal Echoes deals significantly more damage (multiplicative with other modifiers), but no longer chains.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+80%</span></li><li class=\"mod\"><span class=\"val negative\">No Longer Chains</span></li></ul>"},{"skill":"Abyssal Echoes","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Vorpal Reverberation","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Abyssal Echoes deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Anomaly","usable":["Void Knight"],"points":"0","effect":"<span class=\"mod\">Combo skill that first sends enemies forward in time by 5 seconds. Reactivate the skill to bring those enemies back to your timeline early.<ul></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Anticipation","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Anomaly has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val\">-1 per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Borrowed Time","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Anomaly is cast instantly, but Anomaly has a longer cooldown.<ul><li class=\"mod\"><span class=\"standout\">Instant Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown</span> <span class=\"val negative\">+50%</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Cycle of Decay","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">When enemies return to the present, the duration of damaging ailments applied to them is reset.<ul><li class=\"mod\"><span class=\"standout\">Ailment Duration Reset On Return</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Decimation","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> grants you and your allies increased critical strike chance while in its area.<ul><li class=\"mod\"><span class=\"standout\">Increased Critical Chance</span> <span class=\"val\">30% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Emission","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">Anomaly hits enemies in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Exacerbate","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Time Rot</span> inflicted by Anomaly lasts longer and has additional Void Penetration<ul><li class=\"mod\"><span class=\"standout\">Time Rot Duration</span> <span class=\"val\">+30% per point</span></li><li class=\"mod\"><span class=\"standout\">Void Penetration with Time Rot</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Hour of Flame","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Anomaly applies additional stacks of ignite.<ul><li class=\"mod\"><span class=\"standout\">Additional Ignite Stacks Applied</span> <span class=\"val\">+1 per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Immediacy","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Anomaly no longer sends enemies foward in time. Effects that would be triggered when enemies return to the present are instead triggered immediately.<ul><li class=\"mod\"><span class=\"standout\">Anomaly Effects Triggered Instantly</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">No Longer Sends Enemies Forward In Time</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Lingering Memory","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">When allies or enemies exit <span class=\"standout\">Time Bubble's</span> area of effect, effects caused or granted by Time Bubble persist for 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Time Bubble Effects Persist For 2 Seconds On Exit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Manipulation","usable":["Void Knight"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> grants you and your allies increased attack and cast speed while in its area.<ul><li class=\"mod\"><span class=\"standout\">Attack Speed</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Mark of Rot","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">When enemies return to the present, they take increased void damage for a duration.<ul><li class=\"mod\"><span class=\"standout\">Void Damage Taken</span> <span class=\"val\">+30%</span></li><li class=\"mod\"><span class=\"standout\">Duration (Seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Quicksand","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">When enemies return to the present, all damaging ailments currently applied to them apply faster.<ul><li class=\"mod\"><span class=\"standout\">Ailment Speed On Return</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Red Shift","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">Anomaly lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Reflection","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Future Strike</span> is applied to all enemies hit by Anomaly.<ul><li class=\"mod\"><span class=\"standout\">Future Strike On Hit</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Resonate","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Future Strikes</span> applied by Anomaly have additional Void Penetration<ul><li class=\"mod\"><span class=\"standout\">Void Penetration with Future Attack</span> <span class=\"val\">+80% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Stasis","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">When enemies return to the present, enemies within the area of Anomaly&#039;s original cast are also time locked for 2 seconds.<ul><li class=\"mod\"><span class=\"standout\">Nearby Enemies Afflicted With Time Lock On Return</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Swiftrest","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> grants you and your allies increased cooldown recovery speed while in its area.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Temporal Expanse","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Time Wave</span> deals more hit damage (multiplicative with other modifiers) in a larger area, and increases to Anomaly&#039;s area also affect Time Wave.<ul><li class=\"mod\"><span class=\"standout\">Time Wave Hit Damage</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Time Wave Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Temporal Mastery","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Time Bubble Duration</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Temporal Prison","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Time Lock</span> lasts longer.<ul><li class=\"mod\"><span class=\"standout\">Time Lock Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Tides of Time","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">An additional <span class=\"standout\">Time Wave</span> is released when you cast Anomaly.<ul><li class=\"mod\"><span class=\"standout\">Time Wave On Cast</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Bubble","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Anomaly leaves behind a <span class=\"standout\">Time Bubble</span> for 5 seconds, which slows enemies and shreds their void resistance.<ul><li class=\"mod\"><span class=\"standout\">Time Bubble On Cast</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Slow Stacks per Second</span> <span class=\"val\">2</span></li><li class=\"mod\"><span class=\"standout\">Void Res Shred Stacks per Second</span> <span class=\"val\">2</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Eater","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> grants you and your allies global health leech. This is doubled for void damage.<ul><li class=\"mod\"><span class=\"standout\">Health Leech</span> <span class=\"val\">+0.5% per point</span></li><li class=\"mod\"><span class=\"standout\">Effect Doubled For Void Damage</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Lock","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">When enemies return to the present they are afflicted by <span class=\"standout\">Time Lock,</span> rendering them unable to move, attack, or cast spells for 2 seconds.  Anomaly costs more mana.  10% of remaining cooldown recovered whenever you <span class=\"standout\">Time Lock</span> an enemy with Anomaly. This effect can occur a maximum of two times each second.<ul><li class=\"mod\"><span class=\"standout\">Time Lock On Return</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15</span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+8</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Lord","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> is now cast on yourself and moves with you, but Anomaly costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Time Bubble Is Cast On You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+20</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Wave","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">When enemies return to the present a <span class=\"standout\">Time Wave</span> is released, a spell dealing void damage to nearby enemies.<ul><li class=\"mod\"><span class=\"standout\">Time Wave Cast On Enemy Return</span> <span class=\"val\"></span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Maw","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\"><span class=\"standout\">Time Bubble</span> grants you and your allies increased health leech while in its area.<ul><li class=\"mod\"><span class=\"standout\">Increased Health Leech</span> <span class=\"val\">50% per point</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Touched","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Enemies hit by Anomaly are afflicted with <span class=\"standout\">Time Rot</span> when they return.<ul><li class=\"mod\"><span class=\"standout\">Time Rot Chance On Return</span> <span class=\"val\">100%</span></li></ul>"},{"skill":"Anomaly","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Voidfire","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Anomaly now applies Ignite instead of Time Rot. Modifiers to Time Rot apply to Ignite instead.<ul><li class=\"mod\"><span class=\"standout\">Time Rot -> Ignite</span> <span class=\"val\"></span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Emission","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Every 3 seconds Devouring Orb releases an <span class=\"standout\">Abyssal Orb</span>, a spell which seeks enemies and detonates, dealing void damage in an area.<ul><li class=\"mod\"><span class=\"standout\">Devouring Orb Casts Abyssal Orb</span> <span class=\"val\"></span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Expanse","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Juggernaut","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">You have a chance to gain a <span class=\"standout\">Void Essence</span> when Devouring Orb expires.<ul><li class=\"mod\"><span class=\"standout\">Void Essence Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Abyssal Rush","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">While you are moving, you will automatically cast Devouring Orb if it is not on cooldown and you have enough mana.  This effect puts Devouring Orb on cooldown.<ul><li class=\"mod\"><span class=\"standout\">Auto Cast While Moving</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"val negative\">Puts Devouring Orb On Cooldown</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"All Consuming","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you directly cast non-orbiting Devouring Orb within the area of an existing Devouring Orb, the new Orb consumes all existing Orbs to deal more damage in a larger area (both multiplicative with other modifiers), per Orb consumed. However, the new Orb also deals less ailment damage per Orb consumed (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Per Orb Consumed</span> <span class=\"val\">+100%</span></li><li class=\"mod\"><span class=\"standout\">Area Per Orb Consumed</span> <span class=\"val\">+50%</span></li><li class=\"mod\"><span class=\"standout\">Ailment Damage Per Orb Consumed</span> <span class=\"val negative\">-6%</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Cataclysm","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Devouring Orb now erupts at the end of its duration, creating a <span class=\"standout\">Void Eruption</span>.  Devouring Orb has a much shorter duration (multiplicative with other duration modifiers).<ul><li class=\"mod\"><span class=\"standout\">Void Orbs On Eruption</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-40%</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Chaotic Torrent","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">The rate at which Devouring Orbs cast <span class=\"standout\">Abyssal Orb</span> is increased by a random amount.<ul><li class=\"mod\"><span class=\"standout\">Minimum Abyssal Orb Frequency</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Maximum Abyssal Orb Frequency</span> <span class=\"val\">+35% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Cosmic Impact","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Devouring Orb now deals void damage to enemies it collides with.<ul><li class=\"mod\"><span class=\"standout\">Void Damage on Impact</span> <span class=\"val\">80</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dark Moon","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Devouring Orb now orbits you, but has a much shorter duration (multiplicative with other duration modifiers).<ul><li class=\"mod\"><span class=\"standout\">Devouring Orb Orbits You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-50%</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Devouring Orb","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">Creates a devouring orb at the target location for 10 seconds that deals void damage over time to nearby enemies, and casts a void rift whenever something dies nearby, hitting nearby enemies to deal void damage.  Each successive rift has 12% more damage and area of effect, capped at an increase of 120%.<ul></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Distant Satellite","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb deals more damage and orbits you at a greater distance.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Orbit Range</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dust Channeller","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb has increased cast speed and a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">15% per point</span></li><li class=\"mod\"><span class=\"standout\">Cast Speed</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Eldritch Bloom","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Devouring Orb gains more radius each second, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Radius Each Second</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Bonus Radius</span> <span class=\"val\">30%</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Eternal Decay","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb deals more damage over time, but less hit damage (both multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Hit Damage</span> <span class=\"val negative\">-10% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Extinction","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Devouring Orb deals more hit damage to enemies it collides with (multiplicative with other modifiers).  This ONLY affects the damage that devouring orb deals when the orb itself collides with an enemy, not the damage dealt by its void rifts or other sub skills.<ul><li class=\"mod\"><span class=\"standout\">Collision Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Fleeting Orb","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb costs less mana, but has a shorter duration (multiplicative with other duration modifiers).<ul><li class=\"mod\"><span class=\"standout\">Mana Efficiency</span> <span class=\"val\">+35% per point</span></li><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val negative\">-20% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Hollow Orb","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Devouring Orb lasts longer, but a Devouring Orb&#039;s <span class=\"standout\">Void Rifts</span> no longer increase in size or damage for each successive rift.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+40%</span></li><li class=\"mod\"><span class=\"val negative\">Successive Void Rifts Do Not Gain Damage</span></li><li class=\"mod\"><span class=\"val negative\">Successive Void Rifts Do Not Gain Area</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Orb Master","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Devouring Orb has a shorter cooldown and <span class=\"standout\">Void Eruption</span> deals more damage<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">18% per point</span></li><li class=\"mod\"><span class=\"standout\">Void Eruption Damage</span> <span class=\"val\">+18% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Patient Hunger","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">Devouring orb gains additional charges, but costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3 per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Rift Caller","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">All damage from Devouring Orb penetrates enemy void resistance. This includes <span class=\"standout\">Void Rifts</span> and other sub skills and sources of damage added by this tree, and any ailments they inflict<ul><li class=\"mod\"><span class=\"standout\">Void Penetration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Rotting Prey","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb has a chance to apply frailty to enemies within its area of effect each second.<ul><li class=\"mod\"><span class=\"standout\">Frailty Chance Per Second</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Sightless Star","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Whenever <span class=\"standout\">Abyssal Rush</span> triggers, it has a chance to consume only 50% of Devouring Orb&#039;s cooldown and mana cost.<ul><li class=\"mod\"><span class=\"standout\">Consume Only Half Chance</span> <span class=\"val\">8% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Soul Eater","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">The rate at which <span class=\"standout\">Void Rift</span> hit damage and area increments when a nearby enemy dies is increased.<ul><li class=\"mod\"><span class=\"standout\">Damage Increment When Nearby Enemy Dies</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Area Inrement When Nearby Enemy Dies</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Soul Gorger","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\"><span class=\"standout\">Void Rift</span> hits deal more damage (multiplicative with other modifiers) to <span class=\"standout\">Time Rotting</span> enemies.<ul><li class=\"mod\"><span class=\"standout\">Hit Damage To Time Rotting Enemies</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"The Rending Maw","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb hits have a chance to slow and shred enemy void resistance.<ul><li class=\"mod\"><span class=\"standout\">Void Res Shred Chance</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Adept","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">You deal more global void damage (multiplicative with other modifiers) and have increased mana regen while a Devouring Orb is active.  These bonuses are doubled if you have at least 90 vitality.<ul><li class=\"mod\"><span class=\"standout\">Global More Void Damage</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Mana Regen</span> <span class=\"val\">2% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled with 90+ Vitality</span> <span class=\"val\"></span></li></ul>"},{"skill":"Devouring Orb","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"World Rot","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Devouring Orb lasts longer and it has a chance to inflict <span class=\"standout\">Time Rot</span> on enemies each second inside its area of effect.  This chance also applies to hits from its subskills.<ul><li class=\"mod\"><span class=\"standout\">Duration</span> <span class=\"val\">+5% per point</span></li><li class=\"mod\"><span class=\"standout\">Time Rot Chance Per Second</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Absorb the Remains","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">When Erasing Strike kills an enemy or hits a boss or rare enemy you regain health equal to a percentage of the target&#039;s maximum health.<ul><li class=\"mod\"><span class=\"standout\">Health Gained On Kill</span> <span class=\"val\">1% per point</span></li><li class=\"mod\"><span class=\"standout\">Health Gained On Rare or Boss Hit</span> <span class=\"val\">1% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Certain Erasure","usable":["Void Knight"],"points":"2","effect":"<span class=\"mod\">Erasing Strike critical strikes deal more damage.<ul><li class=\"mod\"><span class=\"standout\">Critical Multiplier</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Chamber of Fate","usable":["Void Knight"],"points":"2","effect":"<span class=\"mod\">Erasing Strike hits have a chance to slow and deals more melee damage to slowed enemies (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage to Slowed</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dematerialize","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">Erasing Strike deals more damage over time.<ul><li class=\"mod\"><span class=\"standout\">Damage Over Time</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dust To Wind","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Erasing Strike and <span class=\"standout\">Void Rifts</span> it creates deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Melee Area</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Void Rift Area</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Erasing Strike","usable":["Void Knight"],"points":"0","effect":"<span class=\"mod\">A melee attack that hits all enemies in a large area in front of you. Enemies killed by the hit are erased from existence, replaced by void rifts.<ul></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Erasure of the Living","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">Erasing Strike deals more damage (multiplicative with other modifiers) and instantly kill enemies that are below a health threshold (a percentage of their maximum health).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Kill Threshold</span> <span class=\"val\">2% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Essence of the End","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Erasing Strike critical strikes have a chance to grant you a <span class=\"standout\">Void Essence</span>, which grants 3% more void damage, 3% more melee damage, and 15% reduced duration of stuns received.  You can have a maximum of 3 void essences at once.<ul><li class=\"mod\"><span class=\"standout\">Void Essence Chance On Crit</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Final Hour","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Bleed chance from all sources is converted to <span class=\"standout\">Time Rot</span> chance for Erasing Strike and effects related to bleed now depend on Time Rot instead.   Erasing Strike deals more melee damage against targets with 12 stacks of Time Rot (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Bleed -> Time Rot Chance</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Melee Damage vs 12 stacks of Time Rot</span> <span class=\"val\">+100%</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Hastened Cataclysm","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Erasing Strike has increased cooldown recovery speed, but also has a higher mana cost.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+35% per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+15 per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Implements of Destruction","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\">Erasing Strike deals more void damage if you are using a two handed mace (multiplicative with other modifiers).  Erasing Strike has increased cooldown recovery speed if you are using a two handed sword.  Erasing Strike&#039;s melee hit and void rifts have a larger area of effect if you are using a two handed axe.<ul><li class=\"mod\"><span class=\"standout\">Void Damage with 2h Mace</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed with 2h Sword</span> <span class=\"val\">+25% per point</span></li><li class=\"mod\"><span class=\"standout\">Increased Area with 2h Axe</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Iriesha's Fall","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Erasing Strike always creates a <span class=\"standout\">Void Rift</span> at its impact location.<ul><li class=\"mod\"><span class=\"standout\">Void Rift on Impact</span> <span class=\"val\"></span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Mark of the End","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\">Erasing Strike hits shred enemy void resistance.<ul><li class=\"mod\"><span class=\"standout\">Void Shred Chance</span> <span class=\"val\">+100% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Merciful","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\">Erasing Strike has increased cooldown recovery speed and deals more melee damage to enemies that are already damaged (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovery Speed</span> <span class=\"val\">+15% per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage vs Damaged Enemies</span> <span class=\"val\">+5% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Moments Stolen","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">You gain the <span class=\"standout\">Haste</span> buff for 1 second, granting 30% increased movement speed when Erasing Strike kills an enemy or hits a boss or rare enemy.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Obliteration","usable":["Void Knight"],"points":"5","effect":"<span class=\"mod\">Erasing Strike deals more damage (multiplicative with other modifiers).   This bonus is doubled while wielding two handed weapon.<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Doubled with a 2h Weapon</span> <span class=\"val\"></span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Prophet's Onslaught","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Improves Erasing Strike&#039;s base critical strike chance.  Additionally, Erasing Strike&#039;s hits cannot be dodged.<ul><li class=\"mod\"><span class=\"standout\">Base Crit Chance</span> <span class=\"val\">+3% per point</span></li><li class=\"mod\"><span class=\"standout\">Cannot Be Dodged</span> <span class=\"val\"></span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Ravenous Void","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">If you kill 5 or more enemies simultaneously with Erasing Strike, you create 4 <span class=\"standout\">Void Beams</span> which travel at random, damaging surrounding enemies for 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Kills to Summon Void Beams</span> <span class=\"val\">5</span></li><li class=\"mod\"><span class=\"standout\">Void Beams Summoned</span> <span class=\"val\">4</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Regicide","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\">When Erasing Strike hits a boss or rare enemy you have a chance to cast <span class=\"standout\">Void Beam</span> at their location, a spell that continuously damages surrounding enemies for 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Void Beam Chance</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Rifts of Decay","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\">Erasing Strike hits have a chance to inflict enemies with <span class=\"standout\">Time Rot</span>, an ailment that deals void damage over time, increases stun duration by 5%, lasts 3 seconds, and stacks up to 12 times.<ul><li class=\"mod\"><span class=\"standout\">Time Rot Chance</span> <span class=\"val\">+100% per point</span></li><li class=\"mod\"><span class=\"standout\">Time Rot Duration</span> <span class=\"val\">+10% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Ruthless","usable":["Void Knight"],"points":"4","effect":"<span class=\"mod\">Erasing Strike deals more melee damage to enemies at full health (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Melee Damage Vs Full Health Enemies</span> <span class=\"val\">+25% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Shattered Continuity","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">Erasing Strike no longer has a cooldown, but it deals less damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">No Cooldown</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val negative\">-20%</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Loop","usable":["Void Knight"],"points":"3","effect":"<span class=\"mod\">Erasing Strike consumes mana to cause additional echoes when used. Each echo will appear one second after the last. These additional echos cannot be created while you have negative mana.<ul><li class=\"mod\"><span class=\"standout\">Maximum Additional Echoes</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Consumed Per Echo</span> <span class=\"val\">60</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Twin Cataclysms","usable":["Void Knight"],"points":"1","effect":"<span class=\"mod\">You can store an additional charge of Erasing Strike.<ul><li class=\"mod\"><span class=\"standout\">Additional Charges</span> <span class=\"val\">+1</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Bringer","usable":["Void Knight"],"points":"2","effect":"<span class=\"mod\">The kills required to summon <span class=\"standout\">Void Beams</span> via the <span class=\"standout\">Ravenous Void</span> node require less kills to trigger, but Erasing Strike costs more mana.<ul><li class=\"mod\"><span class=\"standout\">Kills to Summon Void Beams</span> <span class=\"val\">-1 per point</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+35% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Lens","usable":["Void Knight"],"points":"2","effect":"<span class=\"mod\">All <span class=\"standout\">Void Beams</span> created by Erasing Strike deal more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Void Beam Damage</span> <span class=\"val\">+40% per point</span></li></ul>"},{"skill":"Erasing Strike","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Void Pyre","usable":["Void Knight"],"points":"2","effect":"<span class=\"mod\">When Erasing Strike kills an enemy you have a chance to cast <span class=\"standout\">Void Beam</span> at their location, a spell that continuously damages surrounding enemies for 3 seconds.<ul><li class=\"mod\"><span class=\"standout\">Void Beam Chance</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Accelerationist","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you jump forwards in time, your existing <span class=\"standout\">Devouring Orbs</span> become older.  This causes them to expire sooner.<ul><li class=\"mod\"><span class=\"standout\">Seconds Older</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Anchored Timeline","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Volatile Reversal&#039;s forwards jump has a significantly shorter maximum distance, but its cooldown is reduced.<ul><li class=\"mod\"><span class=\"standout\">Reduced Cooldown</span> <span class=\"val\">50%</span></li><li class=\"mod\"><span class=\"standout\">No Longer Traversal</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Reduced Max Distance</span> <span class=\"val negative\">70%</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Catching Up","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">You gain the <span class=\"standout\">Haste</span> buff for a short duration, when you jump backwards in time.<ul><li class=\"mod\"><span class=\"standout\">Haste Duration (seconds)</span> <span class=\"val\">1 per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Chrono-Devourer","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">When you jump backwards in time, <span class=\"standout\">Devouring Orb</span> recovers some of its cooldown scaling with the amount of <span class=\"standout\">Devouring Orbs</span> that expired after jumping forwards in time.<ul><li class=\"mod\"><span class=\"standout\">Cooldown Recovered Per Expired Orb (seconds)</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dark Expanse","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Volatile Reversal deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Dissipation","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Volatile Reversal&#039;s hits have a chance to slow enemies and it deals more hit damage (multiplicative with other modifiers) per stack of slow on the enemy.<ul><li class=\"mod\"><span class=\"standout\">Slow Chance</span> <span class=\"val\">+50% per point</span></li><li class=\"mod\"><span class=\"standout\">More Hit Damage Per Slow</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Eldritch Infusion","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Volatile Reversal&#039;s melee hits have a chance to grant you a <span class=\"standout\">Void Essence</span>.<ul><li class=\"mod\"><span class=\"standout\">Void Essence Chance</span> <span class=\"val\">34# per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Eternal Banquet","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">When you jump backwards in time, your existing <span class=\"standout\">Devouring Orbs</span> become younger.  This causes them to expire later, and each orb can only benefit from this once.<ul><li class=\"mod\"><span class=\"standout\">Seconds Younger</span> <span class=\"val\">+2 per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Food for Wyrms","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Volatile Reversal&#039;s <span class=\"standout\">Void Bolts</span> have a chance to inflict time rot.<ul><li class=\"mod\"><span class=\"standout\">Void Bolt Time Rot Chance</span> <span class=\"val\">+50% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Future Focus","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Volatile Reversal&#039;s second combo ability now jumps you forward in time to your target location, instead of backwards.<ul><li class=\"mod\"><span class=\"standout\">Second Combo Jump Forward</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Cooldown (seconds)</span> <span class=\"val negative\">+6</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Hellfire Rifts","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Volatile Reversal&#039;s base void damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to void damage.  Time Rot chance from this tree is converted to ignite chance.  Swaps Volatile Reversal&#039;s <span class=\"standout\">Void</span> tag for a <span class=\"standout\">Fire</span> tag.<ul><li class=\"mod\"><span class=\"standout\">Fire Conversion</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Time Rot -> Ignite Chance</span> <span class=\"val\"></span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Hollow Cascade","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">The <span class=\"standout\">Void Bolts</span> from the <span class=\"standout\">Terminal Void Bolt</span> node are now replaced with a single cast of <span class=\"standout\">Abyssal Echoes</span>.  This consumes mana equal to a portion of <span class=\"standout\">Abyssal Echoes'</span> mana cost.<ul><li class=\"mod\"><span class=\"standout\">Abyssal Echoes Instead Of Void Bolts</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Consumption</span> <span class=\"val negative\">80%</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Immutable Past","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Volatile Reversal&#039;s second combo ability is removed, but the melee attack deals more damage (multiplicative with other modifiers) and Volatile Reversal deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+10%</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+20%</span></li><li class=\"mod\"><span class=\"val negative\">Second Combo Removed</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Incipient Void Bolt","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you directly use Volatile Reversal you now also cast a <span class=\"standout\">Void Bolt</span> at up to 3 enemies near your starting location, but Volatile Reversal costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Void Bolts At Starting Position</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Nether Convergence","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you jump forwards in time, all your <span class=\"standout\">Devouring Orbs</span> are pulled towards you and trigger a <span class=\"standout\">Void Rift</span>, but Volatile Reversal costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Devouring Orbs Pulled Towards You</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+10</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Phased Reality","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">While you are able to jump backwards in time, a percentage of your armor mitigation also applies to damage over time.<ul><li class=\"mod\"><span class=\"standout\">Armor Mitigation Applied to Damage Over Time</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Reclaimed Action","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you travel at least 4 meters by jumping through time, your next direct melee attack or spell is guaranteed to <span class=\"standout\">Echo</span>, if it is able to.<ul><li class=\"mod\"><span class=\"standout\">Guaranteed Echoed Skill With Far Jump</span> <span class=\"val\"></span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Rending Maw","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">Volatile Reversal has additional critical strike chance.<ul><li class=\"mod\"><span class=\"standout\">Critical Chance</span> <span class=\"val\">+3% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Returning Corruption","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">Your <span class=\"standout\">Void Bolts</span> return to you.  All returning Void Bolts can hit the same targets again. (This means a single cast of the Void Bolt spell can hit a single enemy up to 4 times)<ul><li class=\"mod\"><span class=\"standout\">Returning Void Bolts</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Returning Void Bolts Can Hit Again</span> <span class=\"val\"></span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+40%</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Swift Echoes","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Volatile Reversal has a shorter cooldown.<ul><li class=\"mod\"><span class=\"standout\">Increased Cooldown Recovery Speed</span> <span class=\"val\">5% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Temporal Dilation","usable":["Void Knight","Forge Guard","Paladin"],"points":"2","effect":"<span class=\"mod\">You can use Volatile Reversal&#039;s second combo ability for a longer period of time and it deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Usable Duration (seconds)</span> <span class=\"val\">+1 per point</span></li><li class=\"mod\"><span class=\"standout\">Second Combo Damage</span> <span class=\"val\">+12% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Terminal Void Bolt","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">When you directly use Volatile Reversal you now also cast a <span class=\"standout\">Void Bolt</span> at up to 3 enemies near your arrival location, but Volatile Reversal costs additional mana.<ul><li class=\"mod\"><span class=\"standout\">Void Bolts At Arrival</span> <span class=\"val\">3</span></li><li class=\"mod\"><span class=\"standout\">Mana Cost</span> <span class=\"val negative\">+3</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Termination","usable":["Void Knight","Forge Guard","Paladin"],"points":"5","effect":"<span class=\"mod\">Volatile Reversal deals more damage (multiplicative with other modifiers).<ul><li class=\"mod\"><span class=\"standout\">Damage</span> <span class=\"val\">+8% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Time Rifts","usable":["Void Knight","Forge Guard","Paladin"],"points":"4","effect":"<span class=\"mod\">Enemies hit by Volatile Reversal&#039;s <span class=\"standout\">Void Bolts</span> take increased damage over time for several seconds. This effect does not stack.<ul><li class=\"mod\"><span class=\"standout\">Duration (seconds)</span> <span class=\"val\">3 per point</span></li><li class=\"mod\"><span class=\"standout\">Damage Over Time Taken</span> <span class=\"val\">+15%</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Voidbound Momentum","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you jump backwards in time, Volatile Reversal deals more damage (multiplicative with other modifiers) per meter travelled, up to a maximum.<ul><li class=\"mod\"><span class=\"standout\">Damage Per Meter Travelled</span> <span class=\"val\">+2% per point</span></li><li class=\"mod\"><span class=\"standout\">Max Damage Bonus</span> <span class=\"val\">40% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Voidstep Siphon","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you critically strike at least one enemy with Volatile Reversal you regain mana.<ul><li class=\"mod\"><span class=\"standout\">Mana Gain</span> <span class=\"val\">2 per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Volatile Power","usable":["Void Knight","Forge Guard","Paladin"],"points":"3","effect":"<span class=\"mod\">When you jump forwards in time, your arrival location is slightly randomized, but the melee attack deals more damage (multiplicative with other modifiers) and Volatile Reversal deals damage in a larger area.<ul><li class=\"mod\"><span class=\"standout\">Meter Randomization</span> <span class=\"val\">1 per point</span></li><li class=\"mod\"><span class=\"standout\">Melee Damage</span> <span class=\"val\">+10% per point</span></li><li class=\"mod\"><span class=\"standout\">Area</span> <span class=\"val\">+15% per point</span></li></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Volatile Reversal","usable":["Void Knight","Forge Guard","Paladin"],"points":"0","effect":"<span class=\"mod\">A combo ability that jumps forwards in time to a target location and performs a melee attack on arrival. Recast within 3 seconds to jump backwards in time to your original location and perform a melee attack on arrival.<ul></ul>"},{"skill":"Volatile Reversal","skill-group":"Void Knight","class":"Sentinel","mastery":"Void Knight","name":"Warped Time","usable":["Void Knight","Forge Guard","Paladin"],"points":"1","effect":"<span class=\"mod\">You gain the <span class=\"standout\">Frenzy</span> buff, while you are able to jump backwards in time.<ul><li class=\"mod\"><span class=\"standout\">Frenzy While Able To Jump Back</span> <span class=\"val\"></span></li></ul>"}]