Grasping Chain
Every 7 seconds, your hook hits every foe in its path for up to 500% damage, dragging in the first non-boss and binding it for 1s.
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The Reaver and Druid talent trees, every skill and upgrade, and what each does at max rank.
Reaver and Druid do not use the talent list of the base classes. Instead they spend talent points in a talent tree:
Reaver earns 36 talent points on the way to level 100. New skills unlock at class levels 1, 5, 8, 12, 16, 24, 32, 52.
Every 7 seconds, your hook hits every foe in its path for up to 500% damage, dragging in the first non-boss and binding it for 1s.
Every 6 seconds, a ring appears nearby; stand in it for 0.5s to unleash a 300% damage combo.
Every 8 hits, whirl your chain for 1.5s, pulling nearby foes into orbit for up to 600% damage.
Chain Dance needs only 0.3s in a ring to unleash its combo, but each catch in a row adds 5% damage instead of 15%.
Every 12 seconds, dash through up to 4 foes and leave marks that burst, dealing up to 700% total damage per foe.
Iron Whirl reaches a 3.9m radius, but its spin lasts only about 1.1s and strikes 4 times instead of 6.
Grasping Chain hooks 3 foes in a fan, but binds them for only 0.6s. With Four-Way Harpoon, the fan adds 2 forward hooks for 6 in total.
Deathmark Dash strikes up to 6 foes, but its detonations have a radius of about 1.1m.
After Iron Whirl, your chain lashes 8 times; each lash roots foes for 0.4s and deals 7.5% of the whirl's damage.
Grasping Chain hurls 4 hooks ahead, behind and to both sides, each dragging in its own foe. Triple Fan adds 2 more forward hooks.
Rings appear right on your path, grow wider and unleash the combo 40% sooner.
Deathmark Dash executes every normal or strong foe it marks that survives its burst.
Every 10 seconds, a grave bursts open ahead, tossing foes for up to 600% damage.
Every 9 seconds, 4 chain spikes erupt in a line ahead for 500% damage, rooting foes for 1.2s.
Below 30% HP, bind nearby ordinary foes and burst for 300% damage, 10% more per bound foe up to 600%, healing 60% HP (60s cd).
Earthbound Chains sends a second line toward the crowd, but each line has only 3 spikes.
Every 11 seconds, chains bind foes within 3m for 1.5s, dealing up to 600% damage.
Gravebreaker hurls foes 1.2m away on impact, but its grave ends after 2 pulses over 1s, dealing 20% less damage.
Shackle Burst binds and bursts within 5m, but flings foes only 0.9m away.
Chain Prison reaches a 3.5m radius, but holds foes for only about 1.1s.
The grave opens on the densest crowd within 6m instead of straight ahead.
When the roots expire, a chain sweeps each line for an extra 40% damage, pulling foes up to 1.2m onto it.
When Chain Prison lets go, it slams down for an extra 40% damage on every foe still inside, bosses included.
Druid earns 36 talent points on the way to level 100. New skills unlock at class levels 1, 5, 8, 12, 16, 24, 32, 52.
Every 14 seconds, a flying dragon sweeps the battlefield with flames, leaving slowing fire for up to 800% damage.
Every 10 seconds, water and circling sharks follow you while 4 dolphin waves launch outward, carrying foes for up to 600% damage.
Every 12 seconds, 3 spirit wolves dart forward in a rapid fan toward the largest pack, ending in a bite for up to 700% damage.
Dolphins carry foes up to 2.2m along their path, but the spring fires 3 waves.
Every 8 seconds, 6 spectral gorilla fists sweep the area ahead for up to 500% damage.
Soul Pack traces a spirit trail as you move for 2.2s, then 5 wolves erupt from its sides, each lunging as hard as before. If you stand still, they launch in a forward fan. Its smoke radius shrinks to about 1.9m.
Wyrm Shadow sweeps back from the opposite side, but each fire patch lasts only 2.4s.
Primal Fists throws 10 spectral gorilla fists per barrage in a tighter forward spread, but each strike has a radius of about 0.4m.
Soul Pack's final bite executes up to 8 normal or strong enemies a wolf dragged in.
During the final sweep, up to 5 phoenixes dive along the flames, dealing an extra 40% damage to each foe they strike.
The spring launches dolphins in 8 directions per wave, reaching 5.5m.
0.5s after the last fist, a second barrage of spectral gorilla fists hits the next largest group nearby for half the damage.
Every 9 seconds, 3 spirit frogs stampede toward your target for up to 550% damage.
Every 11 seconds, 4 spirit spiders spit webs that stun and slow foes, dealing up to 650% total damage to each foe.
Below 35% HP, heal 50% HP; a 3m fairy circle then heals 2% HP per second for 5s, up to 4% while your attacks hit (60s cd).
Web Sentry poisons every foe a web ball hits, bosses included, but its webs last only 1.2s.
Every 15 seconds, a dragon breathes fire beside you for 3.5s, dealing up to 900% damage.
Frog Stampede leaves toxic splats for 4s, but only 2 frogs leap, close together along the aimed line instead of fanning out.
Fairy Ward's healing circle follows you for 3.5s instead of staying in place for 5s.
Dragon's Maw keeps foes burning while they stay in its flames, but its breath lasts only about 2.5s.
Frog Stampede becomes a poison bog that follows you for 6s. Every second, one frog leaps from it toward a nearby foe, leaving toxic splats. The six frogs share the stampede damage. The bog poisons foes within 3m.
Each spider spits one extra web ball for 33% more damage, and webs root foes for 1s instead of slowing them, once per web.
A second dragon rises on your other side; each breathes 70% of the damage, so foes caught by both take 140%.