Introduction
Note: Use the Table of Contents present at the bottom of the channel, or in the pinned comments, to quickly navigate through this channel and find the information you are looking for.
Some general notes:
⬥ The game runs on an internal tick system: 1t (tick) = 0.6s (seconds).
⬥ The minimum time between abilities is called the global cooldown: 1 gcd = 3t = 1.8s.
⬥ Auto attacks will only give adrenaline if they hit (splash = no adrenaline gain).
• Debuff spells like Vuln
or Enfeeble
or Smoke Cloud
do not give adrenaline.
⬥ Some useful sheets and resources are given below.
Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in #pvm-help.
Melee 
This section covers auto attacks, basics, thresholds, ultimate abilities and special attacks for Melee.
Autos
Basics
⬥ Doubles the base damage of the next melee ability cast within 7.2s
• So, it doubles all hits of bleeds (e.g.
) and multi-hit attacks (e.g.
)
• Channels have multiple casts, so only doubles the first cast (e.g
hit 1)
or
• Hits every 2t (1.2s), for a total of 5 times
⬥ Can be extended:
• Strength skillcape
passive adds 3 hits
• Masterwork Spear of Annihilation
adds 2 hits
⬥ It is affected by
• Max hit increases by 20% per
rank
⬥ Stuns for 2t (1.2s)
⬥ It is affected by
• Increases Max by 40% per
rank
• Increases Minimum by 8% per
Rank
• No longer stuns or binds
⬥ Stuns for 2t (1.2s)
⬥ Causes Knockback:
• Pushes 1x1 targets back 1 tile
• Reduces cooldown to 17t (10.2s)
• Removes adrenaline gain
⬥ Binds for 11t (6.6s)
⬥ It clears Binds
things apply
⬥ It has additional effects:
• Every tick (0.6s) since the player stopped attacking their target,
gains +7% to its max range and +5% to its min, capping at 10t (6s) for a total of 100% and 20%. Damage range go from 75%-95% to 125%-165%
• After 8t (4.8s) pass since you stopped attacking, when you
, if you cast
/
/
/
/
within 10t (6s), it will convert the first one done into a damage over time
⬥ For details on how to use it, use !gbarge
you to that tile
• If you use it on a target it will
you some point at Melee Distance of the target (the movement is accounted 1t later than had you clicked a tile)
⬥ It is affected by Mobile
• Reduces cooldown to 17t (10.2s)
• Removes adrenaline gain
⬥ It is an AoE:
• Hits 3x3 around where you land if used on a target
• This becomes 5x5 with
Halberd
⬥ If you use it on a target and it dies within 10t (6s), the cooldown ends
, details in #armour-and-weapons
, details in #armour-and-weapons
:
• Gain (
Rank * 0.6) more adrenaline
• Damage range is now 0.8 * original damage range
Thresholds
or
• Hits every 2t (1.2s), for a total of 5 times
⬥ Triples damage when walked
⬥ Masterwork Spear of Annihilation
adds 2 hits
or
• Hits every 2t (1.2s), for a total of 5 times
⬥ Masterwork Spear of Annihilation
adds 2 hits
⬥ Stuns for 6t (3.6s)
⬥ Channelled ability
⬥ It is an AoE:
• 3x3 with player as centre
• 5x5 with player as centre with Halberd-type weapon
things apply
⬥ Hits reduce
cooldown by 2t/hit (1.2s/hit) for up to an 8t (4.8s)
⬥ Stuns for 6t (3.6s)
⬥ It is affected by
• Increases Max by 40% per
rank
• Increases Minimum by 8% per
rank
• No longer stuns or binds
⬥ Stuns for 6t (3.6s)
⬥ It causes Knockback
• Pushes 1x1 targets back 1 tile
level by 5% of base if level is >90% of base
⬥ It is an AoE:
• 3x3 with player as centre
• 5x5 with player as centre with Halberd-type weapon
Special Attacks
)
⬥ Marks target as Flamebound Rival, then deals damage
• Only applicable to one target at a time
⬩ Effects only apply to Flamebound Rival
⬥ If wielding the Ek-Zekkil, fighting your Flamebound Rival will grant:
• 12% increased damage dealt on attacks (except bleeds)
• 12% reduced damage taken (from Flamebound Rival)
• Igneous Showdown an additional 3 (simultaneous) hits
⬩ Refunds 15% adrenaline
⬥ Switching to Ek-ZekKil will reapply Flamebound Rival to initial target
)
⬥ On cast buff
⬥ 7x7 area (enemy you cast spec on takes damage every 3t (1.8s) while in it)
⬥ Increases damage by 25% from t0→34t (35t/21s duration)
• Buff starts t1 for autos, t2 for everything
⬥ Does not incur the auto cooldown, but will still attempt to force an auto
⬥ Can take weapon off and retain spec effect
)
⬥ Drains 10% (rounded down) of your
,
,
, and
levels and gain a
level boost of 10 + 1 level for every 4 drained from your other stats
⬥ Boosts damage by 1.2 (stacks with
for a 1.25 * 1.2 = 1.5 boost), or 1.1 when using
, making it a 2 * 1.1 = 2.2 boost
⬥ Multiplicative 10% reduction to hitchance debuff
⬥ These effects lasts 1 minute
⬥ Can take weapon off and retain spec effect
)
)
⬥ It is an AoE
)
)
⬥ Applies an affinity and
reduction:
• +5 affinity
• Reduces
level by 30% of base
)
)
⬥ Can be used during the GCD
)
⬥ It is an AoE
⬥ Consumes all
stacks
⬥ For every stack consumed
• Adrenaline Cost is reduced by 12%
• Each hit increased by 18-22%
Ultimates
extends the duration from t0→t33 (34t/20.4s) to t0→t43 (44t/26.6s)
⬥ It increases damage taken by 50%
⬥ Does not incur the auto cooldown
critical hits give 8% adrenaline
• This buff is applied on release of the ability
you gain 50% adrenaline
and the Igneous Kal-Zuk
:
• Adrenaline cost reduced to 60%
• The ability has two hits.
or
• Hits 5 times total, once every 2t (1.2s)
⬥ Masterwork Spear of Annihilation
adds 2 hits
Melee Ability Index