Guardian WvW | Fun Greatsword, Scepter/Focus | Roamer Meditation Guardian

by Last Updated:
77% (7) Approval 13 Votes - 5182 Views

Summary

Meditation Guardian


I. Weapons and Skills

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Wand
  • Weapon Strength: 940-1060
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Artifact
  • Weapon Strength: 873-927
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • Virtue of Justice25
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)Might: 10 s
  • Virtue of Resolve50
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84
  • Virtue of Courage75
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 s
  • Strike½
    Strike your foe.
    Damage: 296Range: 130
    • Vengeful Strike½
      Strike your foe again.
      Damage: 296Range: 130
    • Wrathful Strike½
      Attack with a final, powerful strike that applies might for each foe you strike.
      Damage: 443Might: 5 sRange: 130
  • Whirling Wrath¾ 8
    Spin in place and swing your greatsword while hurling powerful projectiles.
    Damage (9x): 1,251Combo Finisher: WhirlRange: 600
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Leap of Faith½ 12
    Leap at your foe. On hit, blind nearby foes.
    Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Symbol of Wrath¼ 16
    Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
    Damage (5x): 925x5Retaliation: 1 sCombo Field: LightVulnerability: 3 sBurning: 1 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Binding Blade¾ 24
    Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
    Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
    • Pull¾
      Pull your foes to you.
      Leash Range: 600Range: 900
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Shelter30
    Block attacks while healing.
    Healing: 4,555Duration: 2
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Judge's Intervention36
    Meditation. Teleport to your target and burn nearby foes.
    Burning: 3 s (984 damage)Damage: 122Breaks stunRange: 1,200Fury: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Contemplation of Purity48
    Meditation. Convert the conditions you are suffering from into boons.
    Breaks stunFury: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Smite Condition¼ 16
    Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
    Damage with no conditions: 207Damage with condition: 463Fury: 4 s
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s
  • Renewed Focus2 90
    Focus, making yourself invulnerable and recharging your virtues.
    Duration: 3
    • 0
      Fury: 4 sVulnerability: 3 sBurning: 1 sProtection: 4 s

Traits

Honor

  • Vigorous Precision
    Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown.
    • Invigorated Bulwark
      Gain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
    • Protective Reviver
      Activate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds.
    • Protector’s Impact
      Create a symbol of protection when you take falling damage. You take 50% less damage when falling.
  • Selfless Daring
    he end of your dodge roll heals nearby allies.
    • Honorable Staff
      Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
    • Pure of Heart
      Aegis heals when it blocks an attack.
    • Empowering Might
      You and nearby allies gain 5 seconds of might when you land a critical hit.
  • Purity of Body
    Your virtue of resolve passive effect also regenerates endurance by 15%.
    • Pure of Voice
      Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%.
    • Writ of Persistence
      Symbol s last 2 seconds longer, are larger, and heal allies.
    • Force of Will
      Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).

Valor

  • Valorous Defense
    Gain aegis for 5 seconds when you are struck while below 50% health.
    • Strength of the Fallen
      Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
    • Smiter’s Boon
      Smite conditions when you use a healing ability.
    • Focus Mastery
      Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.
  • Courageous Return
    Virtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown.
    • Stalwart Defender
      Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
    • Strength in Numbers
      Nearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius.
    • Communal Defenses
      Grant 5 seconds of aegis to allies when you block an attack.
  • Might of the Protector
    Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown.
    • Altruistic Healing
      Applying a boon to allies also heals you.
    • Monk’s Focus
      Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
    • Retributive Armor
      Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.

Zeal

  • Zealot’s Speed
    Create a symbol of wrath when you are struck while below the health threshold.
    • Wrathful Spirit
      Aegis grants 3 seconds of retaliation when it ends.
    • Fiery Wrath
      Damage against burning foes is increased by 7%.
    • Zealous Scepter
      While wielding a scepter, gain 10 seconds of might when your justice passive effect triggers.
  • Symbolic Exposure
    Symbols apply 3 seconds vulnerability to foes on each hit.
    • Binding Jeopardy
      Immobilizing or blinding a foe also applies 3 seconds of vulnerability to them.
    • Zealous Blade
      Greatsword attacks deal 5% increased damage and heal the guardian. Greatsword skills have a 20% reduced recharge.
    • Kindled Zeal
      Gain condition damage based on 10% your power attribute.
  • Symbolic Power
    Symbols have 10% increased damage and have a 33% chance to burn enemies for 1 second.
    • Expeditious Spirit
      Spirit weapons burn foes for 3 seconds when they hit with an attack. Spirit weapon summon and command skills have a 20% reduced recharge.
    • Shattered Aegis
      When aegis you applied blocks an attack, it damages nearby foes.
    • Symbolic Avenger
      You deal more damage to enemies standing in your symbols.

III. Stat Specifics & Effects

Primary Stats

  • Health 15875 (+4230)
  • Vitality 1423 (+423)
  • Armor 3070 (+799)
  • Toughness 1799 (+799)
  • Attack 3610 (+1455)
  • Power 2455 (+1455)
  • Critical Hit 41% (+41%)
  • Precision 1627 (+627)

Secondary Stats

  • Condition Duration (self) -65% (+-65%)
  • Critical Damage 64% (+64%)
  • DMG Taken from Guards and Lords -7% (+-7%)
  • DMG to Guards and Lords 7% (+7%)
  • Damage 1155 (+0%)
  • Defense 1271 (+0)
  • Endurance Regeneration 15% (+15%)
  • Experience from Kills 20% (+20%)
  • Ferocity 960 (+960)
  • Stun Duration (self) -25% (+-25%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Angchu Visor
  • Defense: 127
  • Toughness: 63
  • Power: 45
  • Ferocity: 45
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Angchu Pauldrons
  • Defense: 127
  • Toughness: 47
  • Power: 34
  • Ferocity: 34
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Angchu Breastplate
  • Defense: 381
  • Toughness: 141
  • Power: 101
  • Ferocity: 101
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Angchu Warfists
  • Defense: 191
  • Toughness: 47
  • Power: 34
  • Ferocity: 34
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Angchu Tassets
  • Defense: 254
  • Toughness: 94
  • Power: 67
  • Ferocity: 67
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Angchu Greaves
  • Defense: 191
  • Toughness: 47
  • Power: 34
  • Ferocity: 34
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%

Armor Stat Totals

  • Defense 1271
  • Toughness 644
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%
  • Power 315
  • Ferocity 315
  • DMG Taken from Guards and Lords -6%

Rune Bonuses

Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Experiment ZX-27115Offensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:717
  • Precision:448
  • Ferocity:466
  • Vitality:18
  • DMG to Guards and Lords:5%
  • Toughness:5
  • DMG Taken from Guards and Lords:-1%

Weapon Set Sigils

Zojja's Claymore
  • Weapon Strength: 1045-1155
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Zojja's Wand
  • Weapon Strength: 940-1060
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Artifact
  • Weapon Strength: 873-927
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Sigil of Superior Accuracy
+7% crit chance.
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Weapon Set II

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Superior Accuracy

+7% crit chance.

Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Trident
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon II

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)


V. Basic Gameplay

Comments

Post a Comment