Projectile Damage, Critical Strike Chance |
Basic |
- 10% increased Projectile Damage
- 10% increased Critical Strike Chance
|
1 |
Rupturing |
Notable |
- Critical Strikes which inflict Bleeding also inflict Rupture
(Ruptured targets take 25% more Damage from Bleeding, and Bleeding on them expires 25% more quickly, for 3 seconds. Up to 3 Ruptures can affect a target)
|
2 |
Projectile Damage, Mark Cast Speed |
Basic |
- 10% increased Projectile Damage
- Mark Skills have 25% increased Cast Speed
|
1 |
Focal Point |
Notable |
- 75% increased Effect of your Marks
- 25% less Damage taken from other Enemies near your Marked Enemy
- Marks you inflict are not removed from Dying Enemies
|
2 |
Projectile Damage, Attack Speed |
Basic |
- 5% increased Attack Speed
- 10% increased Projectile Damage
|
1, 3 |
Gathering Winds |
Notable |
- Gain 1 Gale Force when you use a Skill
- 15% increased Effect of Tailwind on you per Gale Force
- You and nearby Allies have Tailwind
(Each instance of Gale Force lasts 4 seconds. Maximum 10 Gale Force)
(Tailwind increases Action Speed by 8%) |
2 |
Wind Ward |
Notable |
- 3% less Damage taken per Gale Force
- Lose all Gale Force when Hit
|
4 |
Projectile Damage, Mirage Archer Duration |
Basic |
- 10% increased Projectile Damage
- 15% increased Mirage Archer Duration
|
1, 3 |
Occupying Force |
Notable |
- Mirage Archers are not attached to you
- +2 to maximum number of Summoned Mirage Archers
- Cannot Summon Mirage Archers while near your Mirage Archers
|
2 |
Endless Munitions |
Notable |
- Skills fire 2 additional Projectiles
|
4 |
Projectile Damage, Accuracy |
Basic |
- 10% increased Global Accuracy Rating
- 10% increased Projectile Damage
|
1, 3 |
Ricochet |
Notable |
- Skills Chain +1 times
- Projectiles have 30% chance to be able to Chain when colliding with terrain
|
2 |
Projectile Damage, Projectile Speed |
Basic |
- 10% increased Projectile Speed
- 10% increased Projectile Damage
|
1, 3 |
Far Shot |
Notable |
- Far Shot
- Projectile Barrages have no spread
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
|
2 |