Node Name | Description |
Path of Marauder | Can Allocate Passives from the Marauders starting point |
Juggernaut | Gain 1 Endurance Charge every second if youve been Hit Recently Cannot be Chilled 5% increased Damage per Endurance Charge +1000 to Accuracy Rating Cannot be Stunned |
Berserker | 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 youve Killed Recently Inherent Rage Loss starts 1 second later |
Chieftain | 20% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds Unaffected by Ignite 20% increased Warcry Buff Effect 10% increased Strength |
Path of Ranger | Can Allocate Passives from the Rangers starting point |
Deadeye | Gain a Frenzy Charge every 3 seconds while Moving Skills fire an additional Projectile 25% increased Effect of your Marks You and nearby Allies have Tailwind |
Warden | 20% chance to Suppress Spell Damage Attack Damage to Penetrate 8% of Enemy Elemental Resistances You can have an additional Tincture active |
Pathfinder | 10% increased Movement Speed during any Flask Effect 10% increased Attack Speed during any Flask Effect Flasks gain 3 Charges every 3 seconds 25% chance for Flasks you use to not consume Charges Removes Bleeding when you use a Flask |
Path of Witch | Can Allocate Passives from the Witchs starting point |
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 youve Consumed a corpse Recently you and your Minions have 30% increased Area of Effect |
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 |
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 |
Path of Duelist | Can Allocate Passives from the Duelists starting point |
Slayer | Life Leech effects are not removed at Full Life Culling Strike 30% increased Area of Effect if youve Killed Recently Cannot take Reflected Physical Damage |
Gladiator | 25% chance to Aggravate Bleeding on targets you Hit with Attacks Gain 50% Base Chance to Block from Equipped Shield instead of the Shields value Inherent Bonuses from Dual Wielding are doubled Deal 1% more Damage with Hits and Ailments to Rare and Unique Enemies for every 2 seconds theyve ever been in your Presence, up to a maximum of 50% |
Champion | Your Hits permanently Intimidate Enemies that are on Full Life 100% chance to Taunt on Hit 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 |
Path of Templar | Can Allocate Passives from the Templars starting point |
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 |
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 |
Guardian | Auras from your Skills grant 3% increased Recovery Rate of Life, Mana and Energy Shield to you and Allies If you have Attacked Recently, you and nearby Allies have +10% Chance to Block Attack Damage If you have Cast a Spell Recently, you and nearby Allies have +10% Chance to Block Spell Damage Every 4 seconds, Regenerate 50% of Life over one second |
Path of Shadow | Can Allocate Passives from the Shadows starting point |
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 |
Saboteur | 25% chance to Blind Enemies on Hit Damage Penetrates 8% of Enemy Elemental Resistances 30% increased Area of Effect 15% increased Cooldown Recovery Rate Hits have 15% chance to deal 50% more Area Damage |
Trickster | Prevent +6% of Suppreessed Spell Damage while on Full Energy Shield 2% more Damage for each different type of Mastery you have Allocated 2% of Damage Leeched as Energy Shield Nearby Enemy Monsters Action Speed is at most 92% of base value |