Venomous Wounds
Bleed ticks on poisoned enemies restore Energy independently per target.
Every spec has been reworked and rebalanced. Pick a class to see what changed and plan your talents.
A deadly master of poisons who dispatches victims with vicious dagger strikes.
A ruthless fugitive who uses agility and guile to stand toe-to-toe with enemies.
A dark stalker who leaps from the shadows to ambush their unsuspecting prey.
Hover an icon for the tooltip. Changed spells also show how they worked before.
Bleed ticks on poisoned enemies restore Energy independently per target.
Your automatic Envenom casts have a 25% chance to trigger Poison Bomb, a direct Nature explosion hitting up to 5 enemies within 8 yards of the target. The direct-damage child cannot apply periodic effects or recursively proc.
Mark an enemy for 6 seconds. Each owned Garrote, Rupture, Deadly Poison or Crimson Tempest tick produces one additional direct Nature hit for its base tick damage. Echoes use a separate non-periodic spell and cannot apply or refresh DoTs.
AoE finishing bleed; faster ticks preserve base duration. Haste makes this periodic effect happen more often without shortening its base duration.
A 6-second window: your Garrote and Rupture casts spread owned bleeds to up to 5 nearby enemies within 8 yards. Rupture only spreads to Deadly Poison targets and copies retain remaining duration. Use Crimson Tempest for direct AoE bleed setup; this window copies existing bleeds.
Bleed target and up to 2 nearby enemies; Indiscriminate Carnage increases the cap to 5; faster ticks preserve base duration. Haste makes this periodic effect happen more often without shortening its base duration.
Finishing bleed applies to up to 2 nearby poisoned enemies; Indiscriminate Carnage increases the cap to 5; faster ticks preserve base duration. Haste makes this periodic effect happen more often without shortening its base duration.
Both weapon hits are independently eligible for normal proc handlers, including Deadly Poison; Mutilate applies no new bleed, does not alter bleed ticks, and does not directly grant Venomous Wounds Energy.
Periodic poison damage; faster ticks preserve base duration. Haste makes this periodic effect happen more often without shortening its base duration.
A Deadly Poison hit at maximum Combo Points and 35 or more Energy automatically casts Envenom. It spends 35 Energy, keeps Combo Points available for finisher damage, then consumes all points; an owner recursion guard suppresses nested poison-triggered finishers.
Each successful Deadly Poison application and both opening weapon strikes add a 15% damage stack while Kingsbane is active. Every Envenom cast, including the automatic finisher, reduces Kingsbane cooldown by 1 second.
Heal for 30% of maximum health over 6 seconds. Each Deadly Poison damage tick reduces its cooldown by 250 ms; this is a direct event reduction, not a HASTE-tagged periodic effect.
Hover an icon for the tooltip. Changed spells also show how they worked before.
Rush through enemies for damage and Energy restoration.
Between the Eyes greatly empowers next automatic Pistol Shot.
Opportunity may fire multiple Pistol Shots in rapid succession.
Talent replacing Death from Above: Adrenaline Rush grants a 10-second buff; Between the Eyes has no cooldown during it and refills Combo Points to the maximum after each cast.
Your melee attacks deal 20% of their damage to one nearby enemy. Blade Flurry increases this cleave by 80% for 12 seconds.
High double-strike chance; extra strikes may trigger Opportunity; Legion alias Saber Slash.
Automatically cast Pistol Shot on proc.
Generate Combo Points; may ricochet to nearby enemy.
Finisher increases owner's critical damage to target; critical finishers reduce cooldown.
At max Combo Points chance to automatically cast when no AoE finisher preferred; Legion alias Run Through.
Always-on reduced passive cleave plus brief active greatly increased cleave.
Not a finisher: no Combo Point cost, keeps Combo Points; 30-second cooldown that finishers reduce through Restless Blades; buffs always last 30 seconds. Always grant Broadsides; 50% chance to add one strong secondary (True Bearing or Ruthless Precision); Loaded Dice guarantees the extra buff on its next roll; remove weak single and five-buff outcomes.
Increase Energy generation; finishers reduce cooldown.
Rapidly strikes the selected enemy and up to five nearest valid enemies within 10 yards and line of sight; safely returns to the starting position.
Use grants brief dodge and damage bonus.
Heal for 30% of maximum health over 6 seconds. In Outlaw, Run Through, Between the Eyes and Eviscerate reduce its cooldown by 500 ms each.
Talent finisher: 40% attack speed; no longer replaces Roll the Bones (both usable).
Hover an icon for the tooltip. Changed spells also show how they worked before.
Baseline Subtlety Combo Point finisher dealing Shadow damage to all enemies within 8 yards, capped at 20 targets. Spending points reduces Shadow Dance and Shadow Blades cooldowns by 250 ms per point, up to 1.25 seconds.
Baseline Subtlety finisher: you deal full Shadow damage and two shadow clones each deal 50% damage to up to 20 enemies within 8 yards of your target. Combo Point spending reduces Shadow Dance and Shadow Blades cooldowns.
Automatic Shadowstrikes may summon clone to repeat at reduced damage.
Every sixth successful automatic Subtlety Shadowstrike triggers a Shadow explosion around that target, hitting up to 20 enemies within 8 yards. The explosion cannot trigger proc chains.
Critical strikes have a 20% chance to automatically cast Shadowstrike at the same target; the free attack cannot trigger another proc.
Foreground Shadowstrike retains the normal Stealth and Shadow Dance replacement rules. Backstab criticals, Shadow Techniques and Shuriken Storm can automatically cast it outside Stealth at valid targets; automatic casts cannot trigger another proc.
Auto attacks build stacks; at max automatically cast Shadowstrike.
Foreground entry automatically activates Symbols of Death. Each Subtlety finisher reduces Shadow Dance and Shadow Blades cooldowns by 250 ms per Combo Point spent, up to 1.25 seconds.
Eviscerate, Black Powder and Secret Technique reduce Shadow Dance and Shadow Blades cooldowns by 250 ms per Combo Point spent, up to 1.25 seconds.
Periodic Shadow damage. Foreground casts spread the owned bleed to up to five nearby unmarked enemies at the same remaining duration. Haste increases tick rate without reducing base duration.
Each successful enemy hit grants one Combo Point and has a 20% chance to automatically cast Shadowstrike at that enemy; the free attack cannot trigger another proc.
Heal for 30% of maximum health over 6 seconds. In Subtlety, entering Shadow Dance reduces its cooldown by 1 second.