Shiv
0/1Row 2
Attack with your off-hand, dealing 2 Physical damage, dispelling all enrage effects and applying a concentrated form of your active Non-Lethal poison. Awards 1 combo point.
Decoded talent usage from the current build sample, weighted by observed build counts.
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Talent source: static-12.1.0_68914-eu. Client build 12.1.0.69814; original imported hashes are preserved. Fresh exports use the game-supported empty hash.
Row 2
Attack with your off-hand, dealing 2 Physical damage, dispelling all enrage effects and applying a concentrated form of your active Non-Lethal poison. Awards 1 combo point.
Row 2
Blinds the target, causing it to wander disoriented for 1 min. Damage may interrupt the effect. Limit 1.
Row 2
Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec.
Row 3 · Requires one completed path: Shiv
Shiv's Energy cost is reduced by 20, its cooldown is reduced by 15 sec, and its range is increased by 3 yds.
Row 3 · Requires one completed path: Shiv or Blind
Movement speed increased by 15%.
Row 3 · Requires one completed path: Blind
Gouges the eyes of an enemy target, incapacitating for 4 sec. Damage may interrupt the effect. Must be in front of your target. Awards 1 combo point.
Row 3 · Requires one completed path: Blind or Cloak of Shadows
Shadowstep has 1 additional charge.
Row 3 · Requires one completed path: Cloak of Shadows
While Stealth or Shadow Dance is active, you move 20% faster.
Row 4 · Requires one completed path: Fleet Footed or Toxic Stiletto
Increases the non-damaging effects of your weapon poisons by 20%.
Row 4 · Requires one completed path: Thrill Seeking or Gouge or Fleet Footed
Evasion also reduces damage taken by 20%, and Feint also reduces non-area-of-effect damage taken by 20%.
Row 4 · Requires one completed path: Thrill Seeking or Shadowrunner
Redirects all threat you cause to the targeted party or raid member, beginning with your next damaging attack within the next 30 sec and lasting 6 sec.
Row 5 · Requires one completed path: Master Poisoner
Wound Poison can now stack 2 additional times.
Row 5 · Requires one completed path: Master Poisoner
Energy cost of Feint and Crimson Vial reduced by 10.
Row 5 · Requires one completed path: Elusiveness
Physical damage taken reduced by 5%.
Row 5 · Requires one completed path: Tricks of the Trade
Increases your Agility by 3%.
Row 5 · Requires one completed path: Tricks of the Trade
Reduces the cooldown of Sprint by 60 sec.
Row 6 · Requires one completed path: Improved Wound Poison
Crippling Poison reduces movement speed by an additional 10%.
Row 6 · Requires one completed path: Nimble Fingers or Improved Wound Poison
Increases your dodge chance by 100% for 10 sec.
Row 6 · Requires one completed path: Nimble Fingers
Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 25%.
Row 6 · Requires one completed path: Nimble Fingers or Quick Fingers or Deadened Nerves
Increases the damage of your weapon poisons by 10%.
Row 6 · Requires one completed path: Quick Fingers
Shroud of Concealment has 50% reduced cooldown.
Row 6 · Requires one completed path: Quick Fingers or Improved Sprint
Feint has 1 additional charge.
Row 6 · Requires one completed path: Improved Sprint
Sprint increases movement speed by an additional 30% and has 4 sec increased duration.
Row 7 · Requires one completed path: Evasion or Superior Mixture
Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 30% chance of poisoning the enemy, clouding their mind and slowing their attack and casting speed by 15% for 10 sec.
Row 7 · Requires one completed path: Evasion or Iron Stomach or Virulent Poisons
Increases the critical strike chance of your attacks that generate combo points by 5%.
Row 7 · Requires one completed path: Virulent Poisons
When you deal the killing blow to a target that yields experience or honor, the cooldown of Crimson Vial is reduced by 15 sec and your next use heals 5% of your health instantly.
Row 7 · Requires one completed path: Graceful Guile or Virulent Poisons or Stillshroud
Your finishing moves deal 6% increased damage.
Row 7 · Requires one completed path: Graceful Guile or Featherfoot
Reduces the duration of movement slowing effects 30%.
Row 8 · Requires one completed path: Deadly Precision or Numbing Poison
You have a 20% chance to partially evade any damage dealt to you, reducing the damage it deals by 20%.
Row 8 · Requires one completed path: Sanguine Vial or Deadly Precision or Deep Cuts
Slice and Dice grants additional attack speed equal to 100% of your Haste.
Row 8 · Requires one completed path: Unbreakable Stride or Deep Cuts
Ambush generates 1 additional combo point.
Row 9 · Requires one completed path: Danger Sense
Adds a Leeching effect to your Lethal poisons, granting you 3.0% Leech.
Row 9 · Requires one completed path: Danger Sense or Swift Slasher
Critical strike chance increased by 1%. Critical strike damage bonus of your attacks that generate combo points increased by 10%.
Row 9 · Requires one completed path: Swift Slasher
Slice and Dice heals you for up to 1% of your maximum health per 3 sec.
Row 9 · Requires one completed path: Improved Ambush or Swift Slasher
Haste increased by 1.5%.
Row 9 · Requires one completed path: Improved Ambush
You are healed for 30% of your maximum health over 6 sec after activating Vanish.
Row 10 · Requires one completed path: Leeching Poison
Increases your maximum Energy by 50 and Energy regeneration by 5%.
Row 10 · Requires one completed path: Recuperator
Kingsbane supercharges 1 combo point. Damaging finishing moves consume a supercharged combo point to function as if they spent 2 additional combo points.
Row 10 · Requires one completed path: Soothing Darkness
Abilities requiring Stealth can be used for 3 sec after Stealth breaks. Combat benefits requiring Stealth persist for an additional 3 sec after Stealth breaks.
Row 11 · Requires one completed path: Vigor
Restore 100 Energy. When your Energy is reduced below 30, drink a Thistle Tea.
Row 11 · Requires one completed path: Lethality
Critically striking with an attack that generates combo points increases the critical strike chance of your next finishing move by 10%.
Row 11 · Requires one completed path: Supercharger
After consuming a supercharged combo point, your next Mutilate also strikes the target with an Echoing Reprimand dealing 41 Physical damage.
Row 11 · Requires one completed path: Alacrity
Gain 1 additional max combo point. Your finishing moves that consume more than 5 combo points have increased effects, and your finishing moves deal 5% increased damage.
Row 11 · Requires one completed path: Subterfuge
Vanish has 1 additional charge.
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