Specializations/Savage

Savage

Two weapons means twice the reasons to charge.

Top tags mobility · buff · burst

ChainRendcapped at 8 stacks per enemy

SpellGenerates
Twice the Reasons2 Rend
Throw Dagger1 Rend
SpellConsumes
Frenzya stated fraction of your maximum health to enter
Spread the Woundhalf the source stack
Exsanguinateevery Rend stack on it
Bloodscentup to 2 Rend

Spells

Spell Tags Consumes k Floor
Twice the Reasons
  • dash
  • mobility

Two stored uses, each launching you at a target and striking with both weapons on arrival, applying 2 Rend stacks. Banking a use costs health. 1 stack instead while the dagger is airborne.

Rend
  • rider
  • sustain

Dagger strikes apply 1 Rend stack. Each stack ticks for the rest of the fight and returns a flat amount of health per tick. 8 stacks per enemy. A stated cap on simultaneously-healing bleeds.

Frenzy
  • buff
  • economy
a stated fraction of your maximum health to enter

Costs a stated fraction of your maximum health to enter and a smaller fraction every second to hold. Attack speed and damage rise as your own health falls. Releasing stops the drain. No refund.

Spread the Wound
  • cone
  • clear
half the source stack 0.2 60%

A sweep that copies the highest Rend stack count in the arc onto every other enemy hit. Consumes half the source stacks, rounded down, minimum 1. Will not fire below 2. The conversion falls off with crowd size, not the damage.

n = enemies hit

Exsanguinate
  • melee
  • burst
every Rend stack on it

Drive the axe into a bleeding target and consume every Rend stack on it, dealing the full remaining bleed damage instantly. The target stops bleeding.

Throw Dagger
  • projectile
  • control

Hurl the offhand. It applies a slow and 1 Rend stack, and charging to that target recovers it. While it is airborne Rend applies nothing and Twice the Reasons applies 1 instead of 2.

Bloodscent
  • chain
  • mobility
up to 2 Rend 0.18 60%

Charge to the lowest-health enemy in range, chaining again on every kill. Each hop has a base range, and consumes up to 2 Rend stacks from the enemy it leaves to extend that range. 5 hops.

n = hops taken in this chain

Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and is a spell that states none.