Leg Armor
Leg Armor
Hand Cannon
Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability. Dodge to perform a deft tumble, avoiding enemy attacks. Dodging near enemies fully recharges your Melee Ability.
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.
Activate your air move to consume your class ability energy and dive to the ground, suspending all nearby targets on impact. Using this ability extends class ability cooldown time.
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 ▼
Rapid Kinetic weapon final blows create an Orb of Power.
Increases the drop chance of Heavy ammo on kill.
Increases reload speed of Arc weapons.
Increases reload speed of Kinetic weapons.
Reduces incoming area-of-effect damage from combatants.
Reduces incoming Arc damage from combatants.
Collecting an Orb of Power causes you to gain 1 temporary Armor Charge. Your Kinetic weapons gain a small bonus to damage while you have any Armor Charge. Your Armor Charge now decays over time.
Gradually reloads your stowed Kinetic weapons over time.
Your decaying Armor Charge has a longer duration.
+10 Resilience ▲
+5 Mobility ▲
+3 Resilience ▲
+3 Discipline ▲
Landing consecutive hits with any Hand Cannon you are wielding disrupts combatants, stunning them, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
Bows gain shield-piercing arrows, which bypass combatant defenses. Strong against Barrier Champions.
Your equipped Auto Rifles fire shield-piercing rounds and stun Barrier Champions. Additionally, Auto Rifles are always overcharged when the modifier is active.
Combines the Arc and Strand Siphon mods into one.
All Scavenger mods are discounted.
Greatly improves the benefits provided by the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits.
Uninterrupted fire from your equipped Machine Guns grants bullets that stun combatants, delaying ability energy regeneration and lowering combatant damage output. Strong against Overload Champions.
While stunned, Champions take bonus damage from your abilities and Elemental Orb damage.
Weapons with the Head Rush, Nanotech Tracer Rockets, Unsated Hunger, and Cursed Thrall Origin traits are always overcharged when that modifier is active.
While using an Arc subclass, Arc weapon final blows have a chance to spawn an Arc Elemental Orb. Arc Orbs can be thrown to create an Arc explosion that jolts targets it damages.
Rapid precision hits against distant combatants weaken them for a short duration.
Dealing elemental ability damage increases matching weapon damage, and elemental weapon damage increases matching ability damage. Bonus granted is 10% for 5 seconds.
Your body is encased in a protective mesh of tightly woven Strand matter, greatly reducing any incoming non-precision 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.