Helmet Powered melee final blows create a burst of energy that weakens nearby targets. Finishers and final blows against more powerful targets increase the radius of the burst and the length of the weakening effect.
Helmet Powered melee final blows create a burst of energy that weakens nearby targets. Finishers and final blows against more powerful targets increase the radius of the burst and the length of the weakening effect.
A grenade that creates a Vortex that pulls targets inward and continually damages those trapped inside.
Hurl an explosive bolt of Void Light at a target, disintegrating those caught within its blast. Nova Bomb travels slowly and seeks targets. Detonations shatter into smaller seeker projectiles.
Conjure a well of power that continuously heals those inside it.
Launch an unstable ball of Void energy that detonates when it nears a target, pushing them away from the blast and making them volatile.
Defeat a target with a Void ability to activate Devour. Your Devour effects are improved, restoring additional health and grenade energy.
Cast your rift to create a Void Soul. When you damage a target with a weapon, your Void Soul flies to them and drains them, doing damage and weakening them. When a target is being drained, you are granted grenade and melee energy (if running healing rift) or health (if running empowering rift). Defeating a target who is being drained by your Void Soul grants class ability energy.
Your Void grenades weaken targets. -20 Discipline ▼
Void buffs applied to you (Invisibility, Overshield, and Devour) have increased duration. -10 {primary stat} ▼
Finisher final blows grant Invisibility. +10 Recovery ▲
Picking up a Void Breach or an Orb of Power grants Devour. -10 Recovery ▼
Rapid Void weapon final blows create an Orb of Power.
Gain bonus Super energy on grenade kills.
When your melee energy is fully expended, your Armor Charge is consumed and you gain melee energy for each Armor Charge used.
Causing damage with a powered melee attack reduces your grenade cooldown.
Your grenade final blows create Orbs of Power.
Increases the maximum number of stacks of Armor Charge you can carry by 1.
Reduces incoming area-of-effect damage from combatants.
Reduces melee cooldown each time you pick up an Orb of Power.
Your Void weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Finisher final blows generate an overshield. Consumes 3 or more stacks of Armor Charge, granting a longer duration to the overshield for each charge consumed.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Recovery ▲
+3 Resilience ▲
You are armored with a protective barrier of Void Light. Reduces damage taken from combatants.
You vanish from sight and do not appear on radar. While invisible, your radar range is reduced. Performing offensive actions will end invisibility.
Feast on the energy of your defeated foes. Final blows restore health, grant grenade energy, and extend Devour.
A dimensional rupture teeming with Void energy. When picked up, Void Breaches grant class ability energy.
The target is afflicted with unstable Void energy and will explode upon taking additional damage. Volatile Rounds from your Void weapons pierce the shields of Barrier Champions and stun them.
The target takes increased damage and has their movement speed slowed. Afflicted combatants have difficulty firing accurately.