Duelist's Flurry
Module: | Maybe earlier than module 16 |
---|---|
Class: | Trickster Rogue |
Minimum Power Points: |
20 |
Power Type: | At-Will Power |
Damage type: | Physical Damage |
Range: | Melee |
Area of Effect: | 2' Cylinder |
Description: | Strike with two slashes followed by a flurry of attacks. Attacks from the flurry each have a chance to add a Bleed effect which can be stacked up to 10 times. |
Tooltip[]
Duelist's Flurry
At-Will
Melee
2' Cylinder
Melee
2' Cylinder
Physical Damage
Strike with two slashes followed by a flurry of attacks. Attacks from the flurry each have a chance to add a Bleed effect which can be stacked up to 10 times.
Rank 2
- Damage: +10%
Rank 3
- Damage: +10%
Rank 4
- Damage: +10%
Notes[]
- After the first two strikes, the rogue attacks 8 times in the flurry. Each strike can critically hit.
- The damage value given on the tooltip refers to each of the first two hits individually. It is also the approximate value of half of a flurry. If one hits with the first two strikes and the full flurry, the total damage done is four times the value shown.
- Each strike from the flurry portion of this ability has a 50% chance of applying a bleed stack.
- The flurry portion of this power stays linked to a target, causing the user to move with the target. This effect will not, however, allow the Rogue to chase a target that uses a tactical movement ability (e.g. [Shift], [Teleport]).
Notes on this Bleed Effect[]
- The bleed effect lasts 12 seconds after the first stack is applied.
- Each bleed stack deals damage twice (e.g. 4 stacks deals damage 8 times over 12 seconds).
- The value of the bleed effect is comparable but not equal to the amount of damage done during the flurry (i.e. the damage from the bleed has the same range of values but is not a direct repetition of the strikes).
- In order for an individual bleed stack to critically hit, its first tick must critically hit. If it does, all subsequent ticks of that particular stack critically strike as well.
- The bleed effect does not trigger on-hit effects such as those from weapon enhancements.
- The bleed effect from this ability can critically strike irrespective of whether or not the triggering strike does (unlike many damage over time effects, which require the first hit to critically strike in order for subsequent damage ticks to crit).
- The bleed effect can benefit from Combat Advantage. Whether or not Combat Advantage is applied is determined by whether or not the user had Combat Advantage when the bleed stack is initially added. If the user did have Combat Advantage, all procs from that stack will have Combat Advantage.