Barrier
- Energetic Defense: Barrier stays at full strength for 5 sec before decaying
Lightning Bolt
- Lightning Cascade: All targets near main target are paralyzed. More targets = shorter duration
Immolate
- Consuming Fire: No more cooldown on Immolate, casting multiple times in succession costs extra mana (10 mana), duration 8 seconds
Wall of Fire
- Wave of Flame: Wall of flame created at feet and moves away from you, 15 meters
Fire Mine
- Flaming Array: 3 mines created in front of user
Winter's Grasp
- Winter's Ruin: Damage 1000% weapon damage if target is chilled or frozen
Ice Mine
- Chilling Array: multiple mines in front of you
Blizzard
- Winter Winds: No longer sustainable, lasts 10 seconds, costs 40 mana
Veilstrike
- Wounded Veil: Cooldown reduction of 50% when you take damage, and now targeted at your location
Horror
- Terror: Enemies struck do not run, and do not react until below 25% health
Spirit Mark
- Wisps of the Fallen: Multiple marked targets now allowed. When a marked target dies, a wisp appears and fights for you. 100% weapon damage, charm duration 30 seconds, cooldown reduction 5 sec
Payback Strike
- Cruel Revenge: Taunts all enemies 8 sec
Shield Wall
- Immovable Object: Blocking costs less stamina and generates more guard but you cannot move
Shield Bash
- Crippling Smash: Enemy struck by shield bash does no damage with next attack (dur. 10 sec)
Block and Slash
- Spinning Defense: 200% damage bonus and hits full circle
Whirlwind
- Vortex of Steel: Sucks in nearby enemies
Earthshaking Strike
- Tremor: Second blast immobilizes targets for 4 seconds
Grappling Chain
- Chains for Days: Pulls in all enemies, 5 meter area of effect
Horn of Valor
- Fortifying Blast: Alies gain 10% guard each time they deal damage
War Horn
- Seize the Moment: War horn no longer has a cooldown, instead its effects grow more powerful the longer you wait to use it
Warcry
- Battle Roar: Area of effect is now 10 meters, 4 sec bonus duration
Challenge
- Call them Out: No cooldown
Charging Bull
- Light on your Feet: faster and more control
Ring of Pain
- Painbringer: Ring of Pain now moves with you
Line in the Sand
- Everlasting Barricade: no more cost or cooldown, and lasts until until you cancel it
Spell Purge
- Annulment: All of your templar abilities now afect magic-using enemies as well as demons
Wrath of Heaven
- Breath of Light: You are healed by 10% for each enemy you strike with Wrath of Heaven
Parry
- Patient Riposte: cost is 5 stamina per second as you wait to parry
Long Shot
- Eagle Eye: Damage Bonus 900% at 25 meters
Explosive Shot
- Shockwave: knocks main target back even further (10 meters)
Full Draw
- Pinning Shot: Immobilize duration: 5 seconds
Caltrops
- Barbed Spikes: Immobilize duration 3 seconds
Hook and Tackle
- No Escape: Enemy cannot escape you. Free yourself by using ability again
Throwing Knives
- Fistful of Daggers: larger range for enemies to be hit (15 m radius) and increased duration of sundered armor
Toxic Cloud
- Lost in the Mist: gain a stack of elusive while in the cloud making it harder for your enemies to find you
Stealth
- Clinging Shadows: Remain in stealth for 3 seconds after attacking or taking damage
Evade
- Shadow Step: You now move directly through the shadows to attack or retreat as needed.
Shadow Strike
- Long Shadows: Shadow strike now can be used at range
Flask of Frost
- Frostbite: Shattered enemies while flask of frost is active deals damage to other nearby enemies (5 meter area)
Spike Trap
- Pyrotechnics: larger spike trap (area 4 meters)
Fallback Plan
- Clear the Board: resets all cooldowns of your abilities
Elemental Mines
- You now only throw one elemental mine at a time to greater effect. Each throw changes the element of the next time
Hidden Blades
- No Witnesses: damages enemies nearby primary target





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