Helmet Dodging gives a small health and shield bump.
Helmet Dodging gives a small health and shield bump.
Machine Gun Final blows with this weapon generate stunning lighting strikes from above. Strong against Overload Champions.
Dodge to perform an evasive maneuver with a steady hand. Dodging automatically reloads your weapon.
Throw a rope dart that bounces between targets, damaging and severing them. The dart will return to you once it's done, returning melee energy to you for each target hit. Press just as the dart gets back to you to catch it and increase the amount of energy returned.
Weave a vicious rope dart and tear through your targets. [Light Attack] : Swing the rope dart in front of you to deal damage. The tip of the dart deals bonus damage, and defeating targets with the tip causes them to explode. [Heavy Attack] : Swing the rope dart in a circular motion to deal heavy damage all around you. : Use the grapple to move forward quickly.
A thrown weapon of weighted Strand matter that detonates on impact, suspending targets and creating additional suspending subprojectiles.
Activating your class ability leaves behind a decoy woven from Strand matter that draws the attention of nearby combatants. After taking significant damage or when combatants approach, the decoy detonates, dealing damage and releasing Threadlings that seek out and attack nearby foes.
You have an additional grenade charge. Your Grappling Hook creates a Grapple Tangle at the grapple point.
Suspend, unravel, and sever effects applied to targets have increased duration.
Dealing damage generates grenade energy. -10 Discipline ▼
Defeating suspended targets grants class ability energy.
Picking up an Orb of Power grants Woven Mail. -10 Resilience ▼
When one of your ammo finder perks creates a brick of Heavy ammo for you, it also creates bricks of Heavy ammo for your allies.
Rapid Arc weapon final blows create an Orb of Power. Rapid Strand weapon final blows create Orbs of Power.
Increases the drop chance of Heavy ammo on kill.
Your powered melee final blows create Orbs of Power.
Causing damage with a grenade reduces your melee cooldown.
Grants class ability energy when you cause damage with a powered melee attack.
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Reduces class ability cooldown each time you pick up an Orb of Power.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. You gain a bonus to mobility while you have any Armor Charge. Your Armor Charge now decays over time.
Replenishes health each time you pick up an Orb of Power.
Automatically collects nearby Orbs of Power when you activate your class ability.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. When your class ability energy is fully expended, your Armor Charge is consumed and you gain class ability energy for each Armor Charge used.
Reduces grenade cooldown when using your class ability.
+10 Resilience ▲
+10 Mobility ▲
+3 Resilience ▲
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision damage.
A creature woven from pure Strand matter that seeks nearby targets and attacks, dealing damage.
The target is immobilized by a web of Strand matter, lifting them into the air. While suspended, Guardians are unable to move freely, combatants are unable to move or fire their weapon, and Unstoppable Champions are stunned. Suspended targets unwind into a Tangle when defeated.
The target's connections to the world around them are cut, and their outgoing damage is significantly reduced. Severed targets unwind into a Tangle when defeated.
The target is permeated with destructive Strand matter. As they take additional damage, they create unraveled projectiles that seek out nearby targets. Unraveling Rounds from your Strand weapons pierce the shields of Barrier Champions and stun them. Unraveled targets unwind into a Tangle when defeated.