Table of Contents
Equipment Setups
Equipment
Weapons
Armor
Stat Points
Strength
20
(7)
●
●
●
●
●
Dexterity
71
(17)
●
●
●
●
●
Wisdom
21
(1)
●
●
●
●
●
Perception
61
(22)
●
●
●
●
●
Fortitude
10
(0)
●
●
●
●
●
Skill Setups
Skills
Defensive
Active
Zephyr's Nock
5
Damage ▲
5
Deals Bonus Damage when attacking a target affected by Gale.
Ensnaring Arrow
5
Hit Chance ▲
5
Hit Chance 20 ▲
Decisive Sniping
5
Charging Time ▲
5
Max charging time and Max Damage ▲
7
Damage ▲
7
Boost damage against enemies affected by certain CC effects by 25%
Strafing
7
Gale
7
On hit, applies Gale effect to the target
10
Consecutive Use
10
Can use the skill up to 2 times in a row.
Lightning Infusion
Base: Inject Venom
10
Lightning Infusion
10
Change to Lightning Infusion
5
Cooldown Reduction
5
Cooldown 3s ▼
5
Effect Duration Increase
5
Effects Duration 2 sec ▲
Shadowy Escape
Base: Shadow Strike
10
Shadowy Escape
10
Move to cast location
5
Skill Range ▲
5
Range 40% ▲
Mad Sword Dance
Base: Frenzied Sword Dance
5
Mad Sword Dance
5
Change to Mad Sword Dance
3
Effect Accumulation
3
Apply Weakened: Thunderclouds on hit
Fatal Stigma
5
Damage ▲
5
Damage ▲ proportional to target's missing Health
Knife Throwing
3
Additional Hit
3
+1 Knife
Flash Wave
Base: Flash Arrow
10
Flash Wave
10
Activates the skill, Flash Wave.
Weapon Specialization
Artifacts
Skill Upgrade Priority
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Uncommon ⇒ Rare
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Uncommon ⇒ Rare
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Rare ⇒ Epic
Uncommon ⇒ Rare
Rare ⇒ Epic