Scions can specialise into this Ascendancy class: Ascendant.
The daughter of corrupt nobles, the Scion was exiled to Wraeclast for killing her husband on their wedding night. She is aligned with all three core attributes - strength, dexterity and intelligence, which places her in the center of the passive skill tree. This unique position allows her to develop into almost any type of character build, while lacking the dedicated specialisation that the other six classes offer.
Classes | Ascendant |
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Skills Build |
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The Ascendant is the Ascendancy class for Scions. It offers more flexibility than any other class by allowing the player to take passives based on other Ascendancy classes. These passives offer similar benefits representing the class's overall tree, but with mitigated effects. Only one Ascendancy class passive can be taken from each base class.
Name | Category | Skill Tree |
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Path of the Ranger |
Notable | Can Allocate Passives from the Ranger's starting point |
Path of the Witch |
Notable | Can Allocate Passives from the Witch's starting point |
Path of the Marauder |
Notable | Can Allocate Passives from the Marauder's starting point |
Path of the Duelist |
Notable | Can Allocate Passives from the Duelist's starting point |
Path of the Shadow |
Notable | Can Allocate Passives from the Shadow's starting point |
Path of the Templar |
Notable | Can Allocate Passives from the Templar's starting point |
Passive Point |
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Strength |
+40 to Strength | |
Dexterity |
+40 to Dexterity | |
Intelligence |
+40 to Intelligence | |
Strength and Dexterity |
+20 to Strength and Dexterity | |
Strength and Intelligence |
+20 to Strength and Intelligence | |
Dexterity and Intelligence |
+20 to Dexterity and Intelligence | |
Marauder Ascendancy |
Notable | |
Ranger Ascendancy |
Notable | |
Witch Ascendancy |
Notable | |
Duelist Ascendancy |
Notable | |
Templar Ascendancy |
Notable | |
Shadow Ascendancy |
Notable | |
Juggernaut |
Gain 1 Endurance Charge every second if you've been Hit Recently Cannot be Chilled 5% increased Damage per Endurance Charge +1000 to Accuracy Rating Cannot be Stunned |
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Berserker |
Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds Cannot be Stunned while you have at least 25 Rage 15% more Damage 5% increased Damage taken 2% of Attack Damage Leeched as Life and Mana if you've Killed Recently |
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Chieftain |
20% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit 1% of Damage dealt by your Totems is Leeched to you as Life Regenerate 2% of Life per second 10% increased Strength 40% increased Fire Damage |
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Raider |
10% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy You have Onslaught while on full Frenzy Charges 10% increased Movement Speed 10% chance to Dodge Attack Hits Phasing |
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Deadeye |
Projectiles gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets Skills fire an additional Projectile 25% increased Effect of your Marks action speed -% [-8] |
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Pathfinder |
Recover 4% of Life when you use a Flask 10% increased Movement Speed during any Flask Effect 10% increased Attack Speed during any Flask Effect Flasks gain 3 Charges every 3 seconds 15% chance for Flasks you use to not consume Charges |
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Occultist |
You can apply an additional Curse Regenerate 1.5% of Energy Shield per second 10% increased Effect of your Curses Cannot Be Stunned while you have Energy Shield |
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Elementalist |
Exposure you inflict applies an extra -20% to the affected Resistance Shocks from your Hits always increase Damage taken by at least 10% +1 to maximum number of Summoned Golems Cannot take Reflected Elemental Damage |
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Necromancer |
Minions deal 30% increased Damage Your Offering Skills also affect you Your Offerings have 50% reduced Effect on you Auras from your Skills grant 2% increased Attack and Cast Speed to you and Allies If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect |
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Slayer |
Life Leech effects are not removed when Unreserved Life is Filled Culling Strike 30% increased Area of Effect if you've Killed Recently Cannot take Reflected Physical Damage |
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Gladiator |
15% Chance to Block Spell Damage +3% to maximum Chance to Block Attack Damage 25% more Physical Damage over Time 25% chance to Blind Enemies on Hit with Attacks 15% Chance to Block Attack Damage |
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Champion |
Your Hits permanently Intimidate Enemies that are on Full Life 100% Chance on Hit to Taunt an Enemy Enemies Taunted by you take 10% increased Damage 50% chance to Fortify on Melee hit 15% increased effect of Non-Curse Auras from your Skills |
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Inquisitor |
Damage Penetrates 8% of Enemy Elemental Resistances 10% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds Effects of Consecrated Ground you create Linger for 4 seconds Nearby Enemies take 10% increased Elemental Damage |
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Hierophant |
8% of Damage is taken from Mana before Life +1 to maximum number of Summoned Totems 25% increased maximum Mana Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell 25% increased Effect of Arcane Surge on you |
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Guardian |
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other Every 4 seconds, Regenerate 20% of Life over one second Auras from your Skills grant +1% Physical Damage Reduction to you and Allies 25% reduced Effect of Curses on you While there are at least five nearby Allies, you and nearby Allies have Onslaught |
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Assassin |
10% chance to gain a Power Charge on Critical Strike +0.75% to Critical Strike Chance Damage from your Critical Strikes cannot be Reflected 10% chance to gain Elusive on Critical Strike |
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Trickster |
20% chance to gain a Frenzy Charge and a Power Charge on Kill 70% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently 20% chance to gain 50% of Non-Chaos Damage with Hits as Extra Chaos Damage Cannot be Stunned if you haven't been Hit Recently |
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Saboteur |
25% chance to Blind Enemies on Hit Damage Penetrates 8% of Enemy Elemental Resistances 30% increased Area of Effect Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second |