This stat reduces cooldowns of your active skills, as well as Charge Cooldowns of skills with charges. You can get Cooldown Reduction on your Helmet, Focus (Sorcerer only), or on a unique Amulet we found (Melted Heart of Selig). Cooldown Reduction from different sources stacks multiplicatively.
In each higher World Tier, monsters are more challenging. They run faster; their projectiles are more accurate and faster; their powerful attacks have reduced cooldown and are stronger; and Elite affixes are more powerful.
Item Power | |
---|---|
0 | [0.01 – 0.012] |
150 | [0.015 – 0.023] |
340 | [0.018 – 0.03] |
460 | [0.026 – 0.04] |
625 | [0.03 – 0.05] |
725 | [0.042 – 0.07] |
Item Power | |
---|---|
0 | [0.01 – 0.012] |
150 | [0.015 – 0.023] |
340 | [0.018 – 0.03] |
460 | [0.026 – 0.04] |
625 | [0.03 – 0.05] |
725 | [0.042 – 0.07] |
Item Power | |
---|---|
0 | [0.01 – 0.012] |
150 | [0.015 – 0.023] |
340 | [0.018 – 0.03] |
460 | [0.026 – 0.04] |
625 | [0.03 – 0.05] |
725 | [0.042 – 0.07] |
Item Power | |
---|---|
0 | [0.01 – 0.014] |
150 | [0.014 – 0.03] |
340 | [0.021 – 0.045] |
460 | [0.032 – 0.06] |
625 | [0.035 – 0.075] |
725 | [0.044 – 0.1] |
Name | Description | Tags | Power Name | Rewards |
---|---|---|---|---|
Power War Cry | If at least 6 enemies are Nearby when you cast War Cry, your damage bonus is increased by an additional x10%. | Tags: Brawling, Shout, Damage, Cooldown | Barbarian WarCry |
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Mighty War Cry | War Cry grants you 15% Base Life as Fortify. | Tags: Brawling, Shout, Damage, Cooldown | Barbarian WarCry |
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Fighter's Rupture | Hitting at least 1 enemy with Rupture Heals you for 15% of your Maximum Life. | Tags: Weapon Mastery, Bleed, Damage, Physical, Cooldown, Slashing | Barbarian Rupture |
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Warrior's Rupture | Hitting enemies with Rupture increases your Attack Speed by +20% for 4 seconds. | Tags: Weapon Mastery, Bleed, Damage, Physical, Cooldown, Slashing | Barbarian Rupture |
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Tactical Rallying Cry | Rallying Cry generates 20 Fury and grants you an additional x20% Resource Generation. | Tags: Defensive, Shout, Fury, Movement, Cooldown | Barbarian RallyingCry |
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Strategic Rallying Cry | Rallying Cry grants you 10% Base Life as Fortify. While Rallying Cry is active, you gain an additional 2% Base Life as Fortify each time you take or deal direct damage. | Tags: Defensive, Shout, Fury, Movement, Cooldown | Barbarian RallyingCry |
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Fighter's Steel Grasp | If Steel Grasp damages an enemy, gain Berserking for 2 seconds. | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
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Warrior's Steel Grasp | Steel Grasp gains 1 additional Charge. | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
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Power Leap | If Leap damages at least one enemy, gain 40 Fury. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
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Mighty Leap | Enemies damaged by Leap are Slowed by 50% for 5 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
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Strategic Ground Stomp | Reduce the Cooldown of your Ultimate Skill by 1 second for each enemy damaged by Ground Stomp. | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
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Tactical Ground Stomp | Ground Stomp generates 25 Fury. | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
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Power Kick | If Kick damages an enemy, it consumes all of your Fury and deals an additional 20% damage per 10 Fury spent. Kick no longer Knocks Back enemies. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
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Mighty Kick | Kicked enemies deal 54% damage to enemies they collide with while being Knocked Back. Enemies damaged this way are Knocked Down for 2 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
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Tactical Iron Skin | While Iron Skin is active, Heal for 10% of the Barrier's original amount as Life per second. | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
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Strategic Iron Skin | Iron Skin also grants 15% Base Life as Fortify. Double this amount if cast while below 50% Life. | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
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Power Charge | Reduce Charge's Cooldown by 3 seconds if it Knocks Back an enemy into terrain. | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
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Mighty Charge | Damaging enemies with Charge makes them Vulnerable for 2 seconds. | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
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Fighter's Death Blow | If Death Blow damages at least one enemy, gain 20 Fury. | Tags: Weapon Mastery, Damage, Physical, Cooldown | Barbarian DeathBlow |
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Warrior's Death Blow | If Death Blow damages at least one enemy, gain Berserking for 3 seconds. | Tags: Weapon Mastery, Damage, Physical, Cooldown | Barbarian DeathBlow |
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Tactical Challenging Shout | While Challenging Shout is active, you gain 3 Fury each time you take damage. | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
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Strategic Challenging Shout | While Challenging Shout is active, gain Thorns equal to 30% of your Maximum Life. | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
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Supreme Iron Maelstrom | Dealing direct damage to an enemy after swapping weapons reduces Iron Maelstrom's Cooldown by 1 second. | Tags: Ultimate, Crowd Control, Bleed, Damage, Physical, Cooldown, Two-Handed, Bludgeoning, Dual Wield, Slashing | Barbarian IronMaelstrom |
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Supreme Call of the Ancients | Each of the Ancients gains additional power: | Tags: Ultimate, Damage, Physical, Cooldown | Barbarian CalloftheAncients |
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Prime Iron Maelstrom | Iron Maelstrom gains +10% increased Critical Strike Chance and deals x20% increased Critical Strike Damage. | Tags: Ultimate, Crowd Control, Bleed, Damage, Physical, Cooldown, Two-Handed, Bludgeoning, Dual Wield, Slashing | Barbarian IronMaelstrom |
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Supreme Wrath of the Berserker | While Wrath of the Berserker is active, every 50 Fury you spend increases Berserk's damage bonus by x25%. | Tags: Ultimate, Unstoppable, Berserking, Cooldown, Basic | Barbarian WrathoftheBerserker |
|
Prime Call of the Ancients | While Call of the Ancients is active, gain +10% bonus Attack Speed and x10% increased damage. | Tags: Ultimate, Damage, Physical, Cooldown | Barbarian CalloftheAncients |
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Prime Wrath of the Berserker | While Wrath of the Berserker is active, gain +20% increased Movement Speed and increase Fury Generation by x30%. | Tags: Ultimate, Unstoppable, Berserking, Cooldown, Basic | Barbarian WrathoftheBerserker |
|
Call of the Ancients | Cooldown: 50 seconds | Tags: Ultimate, Damage, Physical, Cooldown | Barbarian CalloftheAncients |
|
Iron Maelstrom | Cooldown: 60 seconds | Tags: Ultimate, Crowd Control, Bleed, Damage, Physical, Cooldown, Two-Handed, Bludgeoning, Dual Wield, Slashing | Barbarian IronMaelstrom |
|
Wrath of the Berserker | Cooldown: 60 seconds | Tags: Ultimate, Unstoppable, Berserking, Cooldown, Basic | Barbarian WrathoftheBerserker |
|
Charge | Attack Speed Multiplier: 1.5 skill_rankup_desc: Damage {25 | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
|
Leap | Attack Speed Multiplier: 1.3 skill_rankup_desc: Damage {32.5 | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
|
War Cry | Cooldown: 25 seconds skill_rankup_desc: Damage Bonus x{15 | Tags: Brawling, Shout, Damage, Cooldown | Barbarian WarCry |
|
Ground Stomp | Cooldown: {16 skill_rankup_desc: Damage {9.5 | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
|
Death Blow | Cooldown: 15 seconds skill_rankup_desc: Damage {120 | Tags: Weapon Mastery, Damage, Physical, Cooldown | Barbarian DeathBlow |
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Rupture | Cooldown: {10 skill_rankup_desc: Cooldown: {10 | Tags: Weapon Mastery, Bleed, Damage, Physical, Cooldown, Slashing | Barbarian Rupture |
|
Steel Grasp | Charges: 2 skill_rankup_desc: Damage {23 | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
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Kick | Charges: 2 skill_rankup_desc: Charge Cooldown {17 | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
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Challenging Shout | Cooldown: 25 seconds skill_rankup_desc: Damage Reduction {40 | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
|
Rallying Cry | Cooldown: 25 seconds skill_rankup_desc: Resource Generation Bonus x{40 | Tags: Defensive, Shout, Fury, Movement, Cooldown | Barbarian RallyingCry |
|
Iron Skin | Cooldown: 14 seconds skill_rankup_desc: Barrier Absorption {50 | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
|
Enhanced Ground Stomp | Increase Ground Stomp's duration by 1 second. | Tags: Defensive, Crowd Control, Damage, Physical, Cooldown | Barbarian GroundStomp |
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Enhanced Challenging Shout | While Challenging Shout is active, gain x20% bonus Maximum Life. | Tags: Defensive, Shout, Crowd Control, Damage Reduction, Cooldown | Barbarian ChallengingShout |
|
Enhanced Iron Skin | Iron Skin's Barrier absorbs 10% more of your Maximum Life. | Tags: Defensive, Barrier, Cooldown, Life | Barbarian IronSkin |
|
Enhanced Rallying Cry | Rallying Cry grants you Unstoppable while active. | Tags: Defensive, Shout, Fury, Movement, Cooldown | Barbarian RallyingCry |
|
Enhanced War Cry | War Cry grants you Berserking for 4 seconds. | Tags: Brawling, Shout, Damage, Cooldown | Barbarian WarCry |
|
Enhanced Rupture | Ripping your weapon out of enemies during Rupture causes an explosion that deals 30% Bleeding damage over 5 seconds. | Tags: Weapon Mastery, Bleed, Damage, Physical, Cooldown, Slashing | Barbarian Rupture |
|
Enhanced Leap | If Leap doesn't damage any enemies, its Cooldown is reduced by 4 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Leap |
|
Enhanced Charge | Enemies who are Knocked Back into terrain by Charge take 15% damage and are Stunned for 3 seconds. | Tags: Brawling, Unstoppable, Crowd Control, Damage, Physical, Cooldown | Barbarian Charge |
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Enhanced Death Blow | Death Blow deals x100% increased damage to Bosses. | Tags: Weapon Mastery, Damage, Physical, Cooldown | Barbarian DeathBlow |
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Enhanced Steel Grasp | Steel Grasp also makes enemies Vulnerable for 2.5 seconds. | Tags: Weapon Mastery, Crowd Control, Damage, Physical, Cooldown | Barbarian SteelGrasp |
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Enhanced Kick | Damaging enemies with Kick makes them Vulnerable for 4 seconds. | Tags: Brawling, Crowd Control, Damage, Physical, Cooldown | Barbarian Kick |
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Natural Boulder | While you have any Fortify, Boulder has +20% increased Critical Strike Chance. | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
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Savage Boulder | Boulder's Critical Strike Chance is increased by +3% each time it deals damage. | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
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Brutal Wolf Pack | When you Critically Strike, your Wolves gain +20% Attack Speed for 3 seconds. | Tags: Companion, Cooldown, Damage, Physical | Druid WolfPack |
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Ferocious Wolf Pack | Lucky Hit: Your Wolves' attacks have up to a 10% chance to Fortify you for 5% Base Life. | Tags: Companion, Cooldown, Damage, Physical | Druid WolfPack |
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Brutal Poison Creeper | Your Critical Strike Chance is increased by +20% against enemies strangled by Poison Creeper. | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
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Ferocious Poison Creeper | Poison Creeper's active Poisoning duration is increased by 3 seconds. | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
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Brutal Ravens | 2 additional Ravens periodically attack enemies. | Tags: Companion, Physical, Damage, Cooldown | Druid Ravens |
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Ferocious Ravens | Enemies inside the swarm of Ravens when it is activated become Vulnerable for 3 seconds. | Tags: Companion, Physical, Damage, Cooldown | Druid Ravens |
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Savage Rabies | Rabies deals its total Poisoning damage in 4 seconds instead of 6. | Tags: Wrath, Shapeshifting, Werewolf, Poison, Damage, Cooldown | Druid Rabies |
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Savage Hurricane | Enemies affected by Hurricane deal 20% less damage. | Tags: Wrath, Nature Magic, Storm, Physical, Damage, Cooldown | Druid Hurricane |
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Savage Trample | Casting Trample grants 20 Spirit. | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
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Preserving Blood Howl | Blood Howl also increases your Attack Speed by +15% for 4 seconds. | Tags: Defensive, Shapeshifting, Werewolf, Cooldown, Healing | Druid BloodHowl |
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Innate Cyclone Armor | Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds. | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
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Innate Debilitating Roar | Debilitating Roar also Slows enemies by 65% for its duration. | Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction | Druid DebilitatingRoar |
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Preserving Debilitating Roar | Debilitating Roar also Heals you for 4% of your Maximum Life each second for its duration. | Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction | Druid DebilitatingRoar |
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Preserving Earthen Bulwark | Casting Earthen Bulwark grants 18% Base Life as Fortify. | Tags: Defensive, Nature Magic, Earth, Barrier, Cooldown | Druid EarthenBulwark |
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Debilitating Roar | Cooldown: {22 skill_rankup_desc: Cooldown {22 | Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction | Druid DebilitatingRoar |
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Poison Creeper | Cooldown: 20 seconds skill_rankup_desc: Passive Damage {36 | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
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Supreme Lacerate | Lacerate's initial strike is guaranteed to Critically Strike and deals x150% increased damage. | Tags: Ultimate, Shapeshifting, Werewolf, Immune, Physical, Damage, Cooldown, Damage Reduction | Druid Lacerate |
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Supreme Grizzly Rage | Gain 8% Base Life as Fortify per second while Grizzly Rage is active. | Tags: Ultimate, Shapeshifting, Werebear, Damage Reduction, Damage, Cooldown | Druid GrizzlyRage |
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Supreme Cataclysm | Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds. | Tags: Ultimate, Nature Magic, Storm, Lightning, Damage, Cooldown, Crowd Control | Druid Cataclysm |
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Supreme Petrify | Killing an enemy affected by Petrify grants 25 Spirit. | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
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Prime Lacerate | Each time Lacerate deals a Critical Strike, Heal for 3% Maximum Life. | Tags: Ultimate, Shapeshifting, Werewolf, Immune, Physical, Damage, Cooldown, Damage Reduction | Druid Lacerate |
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Prime Grizzly Rage | You are Unstoppable while Grizzly Rage is active. | Tags: Ultimate, Shapeshifting, Werebear, Damage Reduction, Damage, Cooldown | Druid GrizzlyRage |
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Prime Cataclysm | Cataclysm's duration is increased by 2 seconds. | Tags: Ultimate, Nature Magic, Storm, Lightning, Damage, Cooldown, Crowd Control | Druid Cataclysm |
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Prime Petrify | Petrify's effect durations are increased by 1 second. | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
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Lacerate | Cooldown: 45 seconds | Tags: Ultimate, Shapeshifting, Werewolf, Immune, Physical, Damage, Cooldown, Damage Reduction | Druid Lacerate |
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Grizzly Rage | Cooldown: 50 seconds | Tags: Ultimate, Shapeshifting, Werebear, Damage Reduction, Damage, Cooldown | Druid GrizzlyRage |
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Cataclysm | Cooldown: 60 seconds | Tags: Ultimate, Nature Magic, Storm, Lightning, Damage, Cooldown, Crowd Control | Druid Cataclysm |
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Petrify | Cooldown: 50 seconds | Tags: Ultimate, Nature Magic, Earth, Crowd Control, Cooldown, Critical Strikes | Druid Petrify |
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Natural Rabies | Rabies spreads 100% faster. | Tags: Wrath, Shapeshifting, Werewolf, Poison, Damage, Cooldown | Druid Rabies |
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Rabies | Cooldown: 12 seconds skill_rankup_desc: Initial Damage {28 | Tags: Wrath, Shapeshifting, Werewolf, Poison, Damage, Cooldown | Druid Rabies |
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Natural Trample | Casting Trample grants 20% Base Life as Fortify. | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
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Preserving Cyclone Armor | Every 10 seconds, Cyclone Armor intensifies, causing incoming damage to grant you 30% Damage Reduction for 2 seconds. | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
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Trample | Cooldown: 14 seconds skill_rankup_desc: Damage {75 | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
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Wolves | Cooldown: 14 seconds skill_rankup_desc: Passive Damage {7.8 | Tags: Companion, Cooldown, Damage, Physical | Druid WolfPack |
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Cyclone Armor | Cooldown: 18 seconds skill_rankup_desc: Non-Physical Damage Reduction {10 | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
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Ravens | Cooldown: 15 seconds skill_rankup_desc: Passive Damage {13 | Tags: Companion, Physical, Damage, Cooldown | Druid Ravens |
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Natural Hurricane | Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds. | Tags: Wrath, Nature Magic, Storm, Physical, Damage, Cooldown | Druid Hurricane |
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Hurricane | Cooldown: 20 seconds skill_rankup_desc: Damage {97.5 | Tags: Wrath, Nature Magic, Storm, Physical, Damage, Cooldown | Druid Hurricane |
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Boulder | Attack Speed Multiplier: 1.25 skill_rankup_desc: Damage {33 | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
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Innate Blood Howl | Blood Howl also generates 20 Spirit. | Tags: Defensive, Shapeshifting, Werewolf, Cooldown, Healing | Druid BloodHowl |
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Innate Earthen Bulwark | Rock shrapnel flies outward when Earthen Bulwark is destroyed or expires, dealing 30% to surrounding enemies. This damage is increased by Barrier bonuses. | Tags: Defensive, Nature Magic, Earth, Barrier, Cooldown | Druid EarthenBulwark |
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Earthen Bulwark | Cooldown: 16 seconds skill_rankup_desc: Barrier Amount {45 | Tags: Defensive, Nature Magic, Earth, Barrier, Cooldown | Druid EarthenBulwark |
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Blood Howl | Cooldown: 15 seconds skill_rankup_desc: Healing {20 | Tags: Defensive, Shapeshifting, Werewolf, Cooldown, Healing | Druid BloodHowl |
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Enhanced Cyclone Armor | Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 2 seconds. | Tags: Defensive, Nature Magic, Storm, Cooldown, Damage, Damage Reduction, Non-Physical, Physical, Crowd Control | Druid CycloneArmor |
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Enhanced Earthen Bulwark | Earthen Bulwark makes you Unstoppable while active. | Tags: Defensive, Nature Magic, Earth, Barrier, Cooldown | Druid EarthenBulwark |
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Enhanced Debilitating Roar | Debilitating Roar also Fortifies you for 22% Base Life. | Tags: Defensive, Shapeshifting, Werebear, Cooldown, Damage Reduction | Druid DebilitatingRoar |
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Enhanced Blood Howl | Kills reduce the Cooldown of Blood Howl by 1 second. | Tags: Defensive, Shapeshifting, Werewolf, Cooldown, Healing | Druid BloodHowl |
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Enhanced Poison Creeper | Poison Creeper's Immobilize duration is increased by 1 second. | Tags: Companion, Poison, Damage, Cooldown, Crowd Control | Druid VineCreeper |
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Enhanced Wolf Pack | Wolves deal x20% increased damage to Immobilized, Stunned, Slowed, or Poisoned enemies. | Tags: Companion, Cooldown, Damage, Physical | Druid WolfPack |
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Enhanced Ravens | You have +5% increased Critical Strike Chance against enemies for 6 seconds after they are hit by Ravens. | Tags: Companion, Physical, Damage, Cooldown | Druid Ravens |
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Enhanced Hurricane | Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds. | Tags: Wrath, Nature Magic, Storm, Physical, Damage, Cooldown | Druid Hurricane |
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Enhanced Boulder | When Boulder reaches the end of its path, enemies hit are Slowed by 30% for 3 seconds. If Boulder Overpowered, enemies are Stunned for 4 seconds instead. | Tags: Wrath, Nature Magic, Earth, Physical, Damage, Cooldown, Crowd Control | Druid Boulder |
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Enhanced Rabies | Rabies' Poisoning damage also increases over the lifetime of the disease, dealing x30% bonus damage at max duration. | Tags: Wrath, Shapeshifting, Werewolf, Poison, Damage, Cooldown | Druid Rabies |
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Enhanced Trample | Trample deals x150% bonus damage. This bonus is reduced by x50% for each enemy hit after the first. | Tags: Wrath, Shapeshifting, Werebear, Unstoppable, Physical, Damage, Cooldown, Crowd Control | Druid Trample |
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Blood Mist | Cooldown: {24 skill_rankup_desc: Healing {0.5 | Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction | Necromancer BloodMist |
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Dreadful Blood Mist | Blood Mist Fortifies you for 0.5% Base Life each time it hits an enemy. | Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction | Necromancer BloodMist |
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Corpse Explosion | Lucky Hit Chance: 40% (per use) skill_rankup_desc: Damage {50 | Tags: Corpse, Corruption, Damage, Physical, Cooldown | Necromancer CorpseExplosion |
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Bone Spirit | Cooldown: 12 seconds skill_rankup_desc: Damage {80 | Tags: Macabre, Bone, Damage, Cooldown, Essence, Physical | Necromancer BoneSpirit |
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Bone Prison | Cooldown: {20 skill_rankup_desc: Bone Prison Life {#} | Tags: Macabre, Bone, Cooldown | Necromancer BonePrison |
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Ghastly Bone Prison | Enemies inside of Bone Prison are Vulnerable. | Tags: Macabre, Bone, Cooldown | Necromancer BonePrison |
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Ghastly Bone Spirit | Bone Spirit has an additional +10% Critical Strike Chance. | Tags: Macabre, Bone, Damage, Cooldown, Essence, Physical | Necromancer BoneSpirit |
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Corpse Tendrils | Cooldown: {11 skill_rankup_desc: Damage {20 | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
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Plagued Corpse Explosion | Corpse Explosion deals x8% increased damage to enemies that are Slowed, Stunned or Vulnerable. These damage bonuses can stack. | Tags: Corpse, Corruption, Damage, Physical, Cooldown | Necromancer CorpseExplosion |
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Army of the Dead | Cooldown: 70 seconds | Tags: Ultimate, Damage, Cooldown, Physical | Necromancer ArmyoftheDead |
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Bone Storm | Cooldown: 60 seconds | Tags: Ultimate, Bone, Physical, Cooldown, Damage, Minion | Necromancer BoneStorm |
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Blood Wave | Cooldown: 50 seconds | Tags: Ultimate, Blood, Damage, Cooldown, Crowd Control, Physical | Necromancer BloodWave |
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Prime Army of the Dead | When Army of the Dead's Volatile Skeletons explode, they have a 15% chance to leave behind a Corpse. | Tags: Ultimate, Damage, Cooldown, Physical | Necromancer ArmyoftheDead |
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Prime Bone Storm | Your Damage Reduction is increased by 15% while Bone Storm is active. | Tags: Ultimate, Bone, Physical, Cooldown, Damage, Minion | Necromancer BoneStorm |
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Prime Blood Wave | Blood Wave Slows enemies by 50% for 4 seconds. | Tags: Ultimate, Blood, Damage, Cooldown, Crowd Control, Physical | Necromancer BloodWave |
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Rapid Ossification | Every 100 Essence you spend reduces the cooldowns of your Bone Skills by {0.5 skill_rankup_desc: Cooldown Reduction {0.5 | Tags: Essence, Cooldown, Bone | Necromancer Talent Playstyle T1 N1 |
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Supreme Blood Wave | Blood Wave leaves behind 3 Blood Orbs as it travels. | Tags: Ultimate, Blood, Damage, Cooldown, Crowd Control, Physical | Necromancer BloodWave |
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Supreme Bone Storm | Your Critical Strike Chance is increased by +20% while Bone Storm is active. | Tags: Ultimate, Bone, Physical, Cooldown, Damage, Minion | Necromancer BoneStorm |
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Supreme Army of the Dead | Army of the Dead also raises your Skeletal Warriors and Skeletal Mages. | Tags: Ultimate, Damage, Cooldown, Physical | Necromancer ArmyoftheDead |
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Ghastly Blood Mist | Blood Mist leaves behind a Corpse every 0.95 second. | Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction | Necromancer BloodMist |
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Dreadful Bone Spirit | After Bone Spirit hits an enemy, you generate 30 Essence over the next 4 seconds. | Tags: Macabre, Bone, Damage, Cooldown, Essence, Physical | Necromancer BoneSpirit |
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Dreadful Bone Prison | Fortify for 5% Base Life for each enemy trapped by Bone Prison. | Tags: Macabre, Bone, Cooldown | Necromancer BonePrison |
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Blighted Corpse Tendrils | Corpse Tendrils has a 30% chance to drop a Blood Orb when damaging enemies. | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
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Plagued Corpse Tendrils | Enemies damaged by Corpse Tendrils are made Vulnerable for 3 seconds. | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
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Blighted Corpse Explosion | Corpse Explosion becomes a Darkness Skill and, instead of exploding, releases a vile miasma dealing {109.8 | Tags: Corpse, Corruption, Damage, Physical, Cooldown | Necromancer CorpseExplosion |
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Enhanced Corpse Explosion | Corpse Explosion's radius is increased by 15%. | Tags: Corpse, Corruption, Damage, Physical, Cooldown | Necromancer CorpseExplosion |
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Enhanced Blood Mist | Casting a Skill that Overpowers reduces the cooldown of Blood Mist by 2 seconds. | Tags: Macabre, Blood, Immune, Damage, Physical, Cooldown, Healing, Damage Reduction | Necromancer BloodMist |
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Enhanced Bone Prison | If an enemy is trapped by Bone Prison, gain 15 Essence, plus an additional 5 per enemy trapped. | Tags: Macabre, Bone, Cooldown | Necromancer BonePrison |
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Enhanced Corpse Tendrils | Enemies who are in range of Corpse Tendrils are Slowed by 50% before being Pulled. | Tags: Corpse, Corruption, Cooldown, Damage, Crowd Control, Physical | Necromancer CorpseTendrils |
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Enhanced Bone Spirit | If Bone Spirit Critically Strikes, its Cooldown is reduced by 6 seconds. This effect can only happen once per cast. | Tags: Macabre, Bone, Damage, Cooldown, Essence, Physical | Necromancer BoneSpirit |
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Smoke Grenade | Cooldown: 15 seconds skill_rankup_desc: Daze Duration {4 | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
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Caltrops | Charges: 2 skill_rankup_desc: Damage {40 | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
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Disciplined Caltrops | You have +5% Critical Strike Chance against enemies inside your Caltrops. Double this amount against Vulnerable enemies. | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
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Shadow Step | Cooldown: 9 seconds skill_rankup_desc: Damage {72 | Tags: Agility, Cutthroat, Unstoppable, Imbueable, Damage, Physical, Cooldown, Movement | Rogue ShadowStep |
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Disciplined Shadow Step | Shadow Step's Cooldown is reduced by 3 seconds when it damages an enemy you have not hit with Shadow Step in the last 4 seconds. | Tags: Agility, Cutthroat, Unstoppable, Imbueable, Damage, Physical, Cooldown, Movement | Rogue ShadowStep |
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Cold Imbuement | Cooldown: 13 seconds skill_rankup_desc: Chill Amount {25 | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
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Poison Imbuement | Cooldown: 13 seconds skill_rankup_desc: Poisoning Damage {100 | Tags: Imbuement, Damage, Poison, Cooldown, Imbueable | Rogue PoisonImbue |
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Dark Shroud | Cooldown: 20 seconds skill_rankup_desc: Damage Reduction {8 | Tags: Subterfuge, Damage Reduction, Cooldown | Rogue DarkShroud |
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Countering Dark Shroud | While you have at least 4 active shadows from Dark Shroud, gain +8% Critical Strike Chance. | Tags: Subterfuge, Damage Reduction, Cooldown | Rogue DarkShroud |
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Poison Trap | Cooldown: 10 seconds skill_rankup_desc: Poisoning Damage {345.6 | Tags: Subterfuge, Trap, Damage, Poison, Cooldown | Rogue PoisonTrap |
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Methodical Shadow Step | Enemies damaged by Shadow Step are Stunned for 2 seconds. | Tags: Agility, Cutthroat, Unstoppable, Imbueable, Damage, Physical, Cooldown, Movement | Rogue ShadowStep |
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Mixed Cold Imbuement | Cold Imbued Skills deal x20% damage to Crowd Controlled enemies. Double this bonus against Frozen enemies. | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
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Subverting Poison Trap | You deal x10% increased Poison damage to enemies standing inside your Poison Trap. | Tags: Subterfuge, Trap, Damage, Poison, Cooldown | Rogue PoisonTrap |
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Subverting Dark Shroud | Each active shadow from Dark Shroud grants you +4% increased Movement Speed. | Tags: Subterfuge, Damage Reduction, Cooldown | Rogue DarkShroud |
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Mixed Poison Imbuement | Lucky Hit: Poison Imbued Skills have up to a 30% chance to apply double the amount of Poisoning damage over time. | Tags: Imbuement, Damage, Poison, Cooldown, Imbueable | Rogue PoisonImbue |
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Disciplined Dash | Dash Slows enemies it hits by 30% for 3 seconds. Any enemy already Slowed will be Dazed for 2 seconds instead. | Tags: Agility, Cutthroat, Imbueable, Damage, Physical, Cooldown | Rogue Dash |
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Dash | Charges: 2 skill_rankup_desc: Charge Cooldown {12 | Tags: Agility, Cutthroat, Imbueable, Damage, Physical, Cooldown | Rogue Dash |
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Mixed Shadow Imbuement | Enemies infected by Shadow Imbuement take x12% increased Non-Physical damage from you for 8 seconds. | Tags: Imbuement, Damage, Shadow, Cooldown, Imbueable | Rogue ShadowImbue |
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Shadow Imbuement | Cooldown: 13 seconds skill_rankup_desc: Explosion Damage {40 | Tags: Imbuement, Damage, Shadow, Cooldown, Imbueable | Rogue ShadowImbue |
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Methodical Caltrops | Caltrops now deals Cold damage and Chills enemies for 20% per second. | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
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Methodical Dash | Dealing damage to Crowd Controlled enemies with Dash reduces its Charge Cooldown by 0.5 seconds, up to 3 seconds per cast. | Tags: Agility, Cutthroat, Imbueable, Damage, Physical, Cooldown | Rogue Dash |
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Rain of Arrows | Cooldown: 60 seconds | Tags: Ultimate, Marksman, Imbueable, Damage, Physical, Cooldown | Rogue RainofArrows |
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Shadow Clone | Cooldown: 60 seconds | Tags: Ultimate, Damage, Physical, Cooldown | Rogue ShadowClone |
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Death Trap | Cooldown: 50 seconds | Tags: Ultimate, Trap, Damage, Shadow, Cooldown | Rogue DeathTrap |
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Prime Shadow Clone | You are Unstoppable for 5 seconds after casting Shadow Clone. | Tags: Ultimate, Damage, Physical, Cooldown | Rogue ShadowClone |
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Prime Death Trap | Enemies are Pulled into Death Trap when it activates. | Tags: Ultimate, Trap, Damage, Shadow, Cooldown | Rogue DeathTrap |
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Supreme Shadow Clone | Your Shadow Clone deals an additional 20% of your damage. | Tags: Ultimate, Damage, Physical, Cooldown | Rogue ShadowClone |
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Supreme Death Trap | If Death Trap kills an enemy, its Cooldown is reduced by 10 seconds. | Tags: Ultimate, Trap, Damage, Shadow, Cooldown | Rogue DeathTrap |
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Agile | Using a Cooldown increases your Dodge Chance by {4 skill_rankup_desc: Dodge Chance {4 | Tags: Dodge, Cooldown | Rogue Talent Cunning T1 N1 |
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Countering Poison Trap | Poison Trap has a 30% chance to reset your Imbuement Skill Cooldowns when activated. | Tags: Subterfuge, Trap, Damage, Poison, Cooldown | Rogue PoisonTrap |
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Subverting Smoke Grenade | If an enemy is Vulnerable, Slowed, or Chilled then Smoke Grenade will Daze them for x20% longer. | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
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Countering Smoke Grenade | Lucky Hit: Dealing direct damage to enemies affected by Smoke Grenade has up to a 25% chance to reduce its Cooldown by 1 second, or by 3 seconds instead if the enemy is Vulnerable. | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
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Prime Rain of Arrows | Imbuement Skill effects applied by Rain of Arrows have x20% increased potency. | Tags: Ultimate, Marksman, Imbueable, Damage, Physical, Cooldown | Rogue RainofArrows |
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Supreme Rain of Arrows | Rain of Arrows' second wave Knocks Down enemies for 3 seconds. | Tags: Ultimate, Marksman, Imbueable, Damage, Physical, Cooldown | Rogue RainofArrows |
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Blended Poison Imbuement | Critical Strikes with Poison Imbued Skills deal x75% increased Poisoning damage. | Tags: Imbuement, Damage, Poison, Cooldown, Imbueable | Rogue PoisonImbue |
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Blended Cold Imbuement | Lucky Hit: Critical Strikes with Cold Imbued Skills have up to a 20% chance to instantly Freeze enemies for 3 seconds. | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
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Blended Shadow Imbuement | Shadow Imbuement's primary explosion makes enemies Vulnerable for 2 seconds. | Tags: Imbuement, Damage, Shadow, Cooldown, Imbueable | Rogue ShadowImbue |
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Exposure | Lucky Hit: Dealing direct damage to an enemy affected by a Trap Skill has up to a 25% chance to: | Tags: Trap, Grenade, Damage, Physical, Cooldown, Crowd Control, Lucky Hit | Rogue Talent Cunning T5 N1 |
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Concealment | Cooldown: {20 skill_rankup_desc: Cooldown {20 | Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement | Rogue Stealth |
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Countering Stealth | The Skill that breaks Concealment will always be a guaranteed Critical Strike. | Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement | Rogue Stealth |
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Subverting Stealth | The Skill that breaks Concealment always makes enemies Vulnerable for 6 seconds. | Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement | Rogue Stealth |
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Enhanced Shadow Step | Damaging an enemy with Shadow Step increases your Critical Strike Chance against them by +8% for 3 seconds. | Tags: Agility, Cutthroat, Unstoppable, Imbueable, Damage, Physical, Cooldown, Movement | Rogue ShadowStep |
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Enhanced Dash | Enemies damaged by Dash take x15% increased Critical Strike Damage from you for 5 seconds. | Tags: Agility, Cutthroat, Imbueable, Damage, Physical, Cooldown | Rogue Dash |
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Enhanced Caltrops | Enemies take x3% increased damage from you each second they are in Caltrops. | Tags: Agility, Trap, Crowd Control, Damage, Physical, Cooldown | Rogue Caltrops |
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Enhanced Dark Shroud | Dark Shroud's shadows have a 10% chance to not be consumed. | Tags: Subterfuge, Damage Reduction, Cooldown | Rogue DarkShroud |
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Enhanced Smoke Grenade | Enemies affected by Smoke Grenade take x15% increased damage from you. | Tags: Subterfuge, Daze, Grenade, Crowd Control, Cooldown | Rogue SmokeBomb |
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Enhanced Poison Trap | Poison Trap Knocks Down enemies for 1.5 seconds when it activates. | Tags: Subterfuge, Trap, Damage, Poison, Cooldown | Rogue PoisonTrap |
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Enhanced Stealth | You gain 40 Energy when you enter Concealment. | Tags: Subterfuge, Unstoppable, Stealth, Cooldown, Movement | Rogue Stealth |
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Enhanced Poison Imbuement | Poison Imbuement's Poisoning Duration is increased by 1 second. | Tags: Imbuement, Damage, Poison, Cooldown, Imbueable | Rogue PoisonImbue |
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Enhanced Shadow Imbuement | You have +15% increased Critical Strike Chance against Injured enemies infected by Shadow Imbuement. | Tags: Imbuement, Damage, Shadow, Cooldown, Imbueable | Rogue ShadowImbue |
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Enhanced Cold Imbuement | Lucky Hit: Cold Imbued Skills have up to a 30% chance to make enemies Vulnerable for 3 seconds. | Tags: Imbuement, Chill, Damage, Cold, Cooldown, Crowd Control, Imbueable | Rogue ColdImbue |
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Rapid Gambits | Your Evade Cooldown is reduced by {0.5 skill_rankup_desc: Cooldown Reduction {0.5 | Tags: Daze, Crowd Control, Cooldown, Search_Evade | Rogue Talent 06 |
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Flame Shield | Cooldown: 20 seconds skill_rankup_desc: Duration {2 | Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown | Sorcerer FlameShield |
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Frost Nova | Cooldown: {24 skill_rankup_desc: Cooldown {24 | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
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Ice Armor | Cooldown: 20 seconds skill_rankup_desc: Barrier Amount {#} | Tags: Defensive, Frost, Barrier, Cooldown, Damage | Sorcerer IceArmor |
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Ice Blades | Cooldown: 16 seconds skill_rankup_desc: Damage {23 | Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown | Sorcerer IceBlades |
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Lightning Spear | Cooldown: 20 seconds skill_rankup_desc: Damage {15 | Tags: Conjuration, Shock, Damage, Lightning, Cooldown | Sorcerer LightningSpear |
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Teleport | Attack Speed Multiplier: 1.25 skill_rankup_desc: Damage {25 | Tags: Defensive, Shock, Damage, Lightning, Cooldown, Unstoppable | Sorcerer Teleport |
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Inferno | Cooldown: 45 seconds | Tags: Ultimate, Pyromancy, Damage, Burn, Cooldown | Sorcerer Inferno |
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Unstable Currents | Cooldown: 70 seconds | Tags: Ultimate, Shock, Damage, Lightning, Cooldown | Sorcerer UnstableCurrents |
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Prime Inferno | Inferno repeatedly Pulls enemies to its center. | Tags: Ultimate, Pyromancy, Damage, Burn, Cooldown | Sorcerer Inferno |
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Deep Freeze | Cooldown: 60 seconds | Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction | Sorcerer DeepFreeze |
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Supreme Unstable Currents | While Unstable Currents is active, Crackling Energy continually pulses and consumes no charges. | Tags: Ultimate, Shock, Damage, Lightning, Cooldown | Sorcerer UnstableCurrents |
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Supreme Inferno | While Inferno is active, your Pyromancy Skills cost no Mana. | Tags: Ultimate, Pyromancy, Damage, Burn, Cooldown | Sorcerer Inferno |
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Prime Deep Freeze | When Deep Freeze ends, gain 10% of your Base Life as a Barrier for 6 seconds for each enemy you Froze while it was active. | Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction | Sorcerer DeepFreeze |
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Prime Unstable Currents | Unstable Currents increases your Attack Speed by +25% while active. | Tags: Ultimate, Shock, Damage, Lightning, Cooldown | Sorcerer UnstableCurrents |
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Supreme Deep Freeze | When Deep Freeze ends, your Non-Ultimate Cooldowns are reduced by 50%. | Tags: Ultimate, Frost, Immune, Chill, Damage, Cold, Cooldown, Crowd Control, Damage Reduction | Sorcerer DeepFreeze |
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Elemental Attunement | Lucky Hit: Critical Strikes have up to a {5 skill_rankup_desc: Lucky Hit Chance {5 | Tags: Defensive, Lucky Hit, Critical Strikes, Cooldown | Sorcerer Talent Elemental T2 N2 |
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Overflowing Energy | Crackling Energy hits 1 additional enemy. Each time Crackling Energy hits an enemy, your Shock Skill Cooldowns are reduced by 0.1 seconds, increased to 0.25 seconds against Elites. | Tags: Crackling Energy, Cooldown, Elite Monsters, Damage, Shock | Sorcerer Talent Lightning T3 N1 |
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Protection | Using a Cooldown grants {10 skill_rankup_desc: Barrier Amount {10 | Tags: Barrier, Cooldown | Sorcerer Talent 07 |
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Mystical Flame Shield | You gain 25% Mana Cost Reduction while Flame Shield is active. | Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown | Sorcerer FlameShield |
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Mystical Frost Nova | Frost Nova makes enemies Vulnerable for 4 seconds, increased to 6 seconds against Bosses. | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
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Mystical Ice Armor | Damage against Vulnerable enemies contributes 50% more to Ice Armor's Barrier. | Tags: Defensive, Frost, Barrier, Cooldown, Damage | Sorcerer IceArmor |
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Summoned Ice Blades | 20% of Enhanced Ice Blades's Cooldown reduction is applied to your other Skills. | Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown | Sorcerer IceBlades |
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Summoned Lightning Spear | Collecting Crackling Energy increases the damage of your next Lightning Spear cast by x20%, up to x100%. | Tags: Conjuration, Shock, Damage, Lightning, Cooldown | Sorcerer LightningSpear |
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Mystical Teleport | For 4 seconds after Teleporting, Crackling Energy hits 2 additional enemies. | Tags: Defensive, Shock, Damage, Lightning, Cooldown, Unstoppable | Sorcerer Teleport |
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Shimmering Teleport | After Teleporting, you gain 30% Damage Reduction for 3 seconds. | Tags: Defensive, Shock, Damage, Lightning, Cooldown, Unstoppable | Sorcerer Teleport |
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Invoked Lightning Spear | Lightning Spear Stuns enemies for 2 seconds when Critically Striking. | Tags: Conjuration, Shock, Damage, Lightning, Cooldown | Sorcerer LightningSpear |
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Invoked Ice Blades | Your Ice Blades gain +10% increased Attack Speed per active Ice Blades. | Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown | Sorcerer IceBlades |
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Shimmering Ice Armor | Enemies that hit you while Ice Armor is active have a 15% chance to become Frozen for 3 seconds. | Tags: Defensive, Frost, Barrier, Cooldown, Damage | Sorcerer IceArmor |
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Shimmering Frost Nova | Frost Nova generates 4 Mana per enemy hit. | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
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Shimmering Flame Shield | Flame Shield Heals you for 50% of your missing Life. | Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown | Sorcerer FlameShield |
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Enhanced Flame Shield | Flame Shield grants +25% Movement Speed while active. | Tags: Defensive, Pyromancy, Immune, Damage, Burn, Cooldown | Sorcerer FlameShield |
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Enhanced Frost Nova | Killing enemies Frozen by Frost Nova reduces its Cooldown by 1 seconds, up to 4 seconds per cast. | Tags: Defensive, Frost, Frozen, Crowd Control, Cooldown | Sorcerer FrostNova |
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Enhanced Ice Armor | While Ice Armor is active, your Mana Regeneration is increased by x25%. | Tags: Defensive, Frost, Barrier, Cooldown, Damage | Sorcerer IceArmor |
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Enhanced Teleport | Teleport's Cooldown is decreased by 0.5 seconds per enemy hit, up to 3 seconds. | Tags: Defensive, Shock, Damage, Lightning, Cooldown, Unstoppable | Sorcerer Teleport |
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Enhanced Ice Blades | Ice Blades's Cooldown is reduced by 0.5 seconds each time it hits a Vulnerable enemy. | Tags: Conjuration, Frost, Vulnerable, Damage, Cold, Cooldown | Sorcerer IceBlades |
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Enhanced Lightning Spear | After Critically Striking, Lightning Spear gains a +5% increased stacking Critical Strike Chance for its duration. | Tags: Conjuration, Shock, Damage, Lightning, Cooldown | Sorcerer LightningSpear |
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Cooldown is a statistic Diablo IV. The concept was introduced in Diablo II, although it was referred to as Casting Delay.
It returned in Diablo IV, and it is a limit of how often a particular skill can be used. A skill that makes a drastic effect on the battlefield, in addition to the costs normally present, needs a minor time allotment to cool down. This was set in place to prevent heroes from completely dominating the battleground. For the skills affected by this change, they were allowed buffs to their effects, justifying this minor time cooldown.
While most skills have no cooldown or have just 6 to 30 seconds, the most powerful skills may go up to 60, 90, 120, or even 180 seconds. Cooldowns longer than that are very rare.
After the skill is used, it may have no cooldown at all (the speed at which it can be used is only limited by character’s or monster’s resources and attack speed) or require a specific amount of time to recharge before it can be used again. This time can be visually indicated by a grayed area on the skill icon, which decreases clockwise as the cooldown nears its end. When cooldown is reset or expires, the button briefly flashes to clearly indicate that moment.
Cooldown management is a vital part of gameplay, although some cooldown-independent builds exist as well. There are many ways in which it can (and should) be reduced:
Cooldown reduction is subject to diminishing returns. There are some builds focusing on keeping lower cooldowns for long-recharging spells, but the legitimately achievable cap for most classes is somewhere around 72-75% (84.5-88.5% with Leoric’s Crown).
Some skills (like Unstable Anomaly) do not have a normal cooldown, instead applying a debuff visible on the panel. These cooldowns may never be reduced, unless specifically stated otherwise.
Note that cooldown time is determined at the moment skill is used. Equipping items that reduce cooldowns by X% after the skill is used will have no effect. However, temporary effects that reduce cooldowns will affect the currently recharging ones by recharging them faster as long as they last.
Cooldowns of skills triggered by items are usually separate from cooldowns of identical skills wielded by the player, if any.
Cooldowns normally start immediately after the skill is activated, not once its effect is over. This includes shapeshifting abilities like Archon. However, some skills, especially those that grant immunity to damage, such as Serenity, Smoke Screen or Spirit Walk, will only start cooldown after they end, to prevent characters from permanent immunities.
Also note that cooldowns continue to recharge even while the character stays dead. It is possible by legitimate means to reduce a cooldown to zero before the skill effect fades. The passive skill Critical Mass for the Wizards proved so effective for that purpose that it has been removed altogether from the game.
Cooldown reduction does not go into the damage sheet statistic, but most of the time can determine the effective damage per second.
Cooldowns of item special effects (such as Firebird’s Finery set bonus) are not affected by the cooldown reduction, unless specifically stated otherwise. Moreover, cooldowns of all passive skills that prevent a hero from dying (Unstable Anomaly, Near Death Experience, Spirit Vessel etc) cannot be reduced by any means possible.
Skills with charges, like Dashing Strike, actually do recharge faster, benefiting from the cooldown reduction as well.
The potion cooldown of 30 seconds may not be reduced by the cooldown reduction; the only ability in game able to reduce it is the Blood Flask Necromancer skill rune.
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