The majority of the outgoing Damage will be dealt by Chill Bleeding applied via . This interacts with a handful more traits:
- causes your Fear to inflict Chill
- causes your Chill to inflict Vulnerability.
Fear has additional interactions for Damage and utility:
- causes Fear to inflict Torment
- grants you Quickness and Fury when you inflict Fear.
adds Chill to and , which do not apply it naturally.
is the main damaging skill and applies a massive amount of Chilled, Blind which results in Bleeding and Vulnerability in a pulsing area.
Cast to generate boons and inflict conditions through Chill into Bleeding. This skill grants you Quickness, Might, Fury and Stability.
has a lot of Damage within it:
- is another source of Fear Chill Bleeding & Vulnerability
- applies Poison and deals respectable Strike Damage
- applies a pulsing Chill field for more Bleeding and Vulnerability.
Staff is a one-time-use weapon, featuring high AoE burst, with lower sustained Damage:
- inflicts Bleeding and grants you Regeneration
- inflicts Chilled and Poison
- transfers three conditions from yourself to each enemy hit
- deals the most damage and Fears.
You ideally want to Weapon Swap away from Staff once you've used your Cooldowns.
Some useful things to know about your Pistol:
- Use as much as possible
- can Pierce and offers decent Damage.
Use your Sword skills in the following order to take advantage of how they work:
-
-
and will Life Steal and inflict Vulnerability, followed up with more Vulnerability and Chilled.
and will grant Life Force and inflict Fear, followed up with Weakness and Might.
Use to gain Damage Reduction whilst in . Using ends the Damage Reduction effect early and inflicts Fear.
provides three Condition Cleanses per target hit. You can also transfer conditions with .
Use or in the Combo Field from to gain Frost Aura.
When fighting multiple enemies, spread your conditions equally across the group rather than focusing on a single target to gain the most benefit from .
is a short cooldown Stun Break.