Skip to content

Fencing talents

The Fencing tree is a per-weapon offensive-only tree for any weapon whose Skill == Fencing (kryss, spear, war fork, dagger, pitchfork, leafblade). It synergises with the Cripple PvM special — a 10% baseline on-hit proc that hobbles the target and scales damage off your hit chance.

No defensive lane

Fencing / Swords / Macing trees ship as offensive-only. See Melee Defensive for shared survivability nodes.


The Cripple baseline

Every Fencing-skill weapon hit against a creature has a 10% chance to proc Cripple:

Property Value
Proc chance (baseline) 10% per hit
Damage bonus on proc +15% base + (your current hit chance %) as bonus damage
Cripple stack size -8% to target's effective defense per stack
Cripple stack cap 3 stacks (max -24% defense)
Stack decay 10 s without a refresh

Cripple proc damage bonus

proc_damage_multiplier = 1.0 + 0.15 + (hit_chance / 100)

At 75% hit chance: 1.0 + 0.15 + 0.75 = 1.90x (+90% damage) At 100% hit chance: 1.0 + 0.15 + 1.0 = 2.15x (+115% damage) At 50% hit chance: 1.0 + 0.15 + 0.50 = 1.65x (+65% damage)

Stacks of Cripple also reduce the target's defense, making your next hit more likely to land, which feeds back into the next Cripple proc's damage.


Offensive path

T1 — Precise Strike

Field Value
Type Passive
Max ranks 5
Cost / rank 1 pt
Effect / rank +5% fencing damage vs creatures
Rank Total bonus
1 +5%
2 +10%
3 +15%
4 +20%
5 +25%

T2 — Adder Strike

Prereq: Precise Strike.

Field Value
Type Passive
Max ranks 5
Cost / rank 1 pt
Effect / rank +4% Cripple proc chance AND +2% flat fencing damage
Rank Cripple proc Flat damage
1 14% +2%
2 18% +4%
3 22% +6%
4 26% +8%
5 30% +10%

T3 — Sanguine Pierce

Prereq: Adder Strike.

Field Value
Type Passive (on Cripple proc)
Max ranks 1
Cost 2 pt
Trigger Cripple procs
Effect Also applies a 5-tick bleed dealing 15% of the strike's damage per tick (75% over 15 s, one tick every 3 s).

Tuned 2026-05-25: bleed bumped from 3 × 10% (30% total) → 5 × 15% (75% total) to match the bite of the Swords Lacerate bleed.

T4A — Lunge

Prereq: Sanguine Pierce. Branch-exclusive with Pirouette.

Field Value
Type Active (primed)
Max ranks 1
Cost 2 pt
Cooldown 25 s (starts on consume)
Prime window 12 s
Effect Your next fencing strike deals 200% damage (2x base) AND applies a guaranteed Cripple stack to the target.
Hotbar verb lunge

Cooldown timing (updated 2026-05-25): the 25 s cooldown begins when the primed strike actually lands damage, not when you prime. If the 12 s prime window expires without a hit you've spent nothing and may re-prime immediately. Re-firing lunge during an active prime is a no-op.

T4B — Pirouette

Prereq: Sanguine Pierce. Branch-exclusive with Lunge.

Field Value
Type Active — listening window
Command [pirouette
Cooldown 60 s
Max ranks 1
Cost 2 pt
Listen window 60 s after cast
Per-stack buff +25 % swing speed for 5 s while a fencing weapon is wielded
Stack cap 2 (max +50 %)

Cast [pirouette to open a 60-second listening window. Every fencing critical strike during that window stamps a 5-second +25 % swing-speed buff. Stacks accumulate to a hard cap of 2 (+50 % combined). Each stack's 5-second timer runs independently — crit at t=0 and t=2, stack 1 drops at t=5 (back to +25 %) and stack 2 at t=7 (back to 0). If both stacks are already up, additional crits don't refresh them — wait for one to fall off, then bank the next crit.

The cooldown matches the listening window, so you can re-cast [pirouette only after the previous listen has closed. In-flight stacks continue ticking out past the listen-window close — closing the listen window only stops new stacks from forming; existing ones still expire on their own 5-second timers.

The talent has 1 rank — investing more ranks does nothing, this is the full effect at rank 1.

Combat chat lines you'll see:

  • On cast: "You begin a Pirouette! Crits in the next 60s will accelerate you."
  • On each new stack: "Pirouette stack N/2! +X% swing speed."
  • On each stack expiring: "Pirouette stack falls off. (N/2)"

Tuned 2026-05-25: passive crit-window → active stacking buff. The old form auto-opened a 5-second +25 % swing + +20 % damage window on every fencing crit with no player input. The new form trades the auto-pop convenience for explicit timing — you decide when to "go fast" by casting before a burst window, then your crits during the next 60 s build up to a +50 % swing-speed peak. Burst potential is now higher (+50 % vs the old +25 %) but it's no longer free; the 60 s cooldown means you can run Pirouette roughly once per fight.

T5 — Eviscerate

Prereq: Lunge OR Pirouette. Capstone.

Field Value
Type Active (primed)
Max ranks 1
Cost 3 pt
Cooldown 60 s (starts on consume)
Prime window 12 s
Effect Primes your next fencing strike:
• If target is below 35% HP: instantly executed (HP set to 0).
• Otherwise: deals +300% bonus damage on top of the swing (total = 4x your normal hit).
• Either path also applies a guaranteed Cripple stack to the target.
Hotbar verb eviscerate

Cooldown timing (updated 2026-05-25): the 60 s cooldown begins when the primed strike actually lands damage, not when you prime. If the 12 s prime window expires without a hit you've spent nothing and may re-prime immediately. Re-firing eviscerate during an active prime is a no-op.

Tuned 2026-05-25: bonus damage 200% → 300% (total 4x your normal hit). Eviscerate is a definitive finisher even when the execute threshold isn't met.

Tuned 2026-05-25: also applies a guaranteed Cripple stack on hit (regardless of execute vs bonus-damage path). The capstone now contributes to your Cripple chain even without Lunge taken — a fencer running Pirouette + Eviscerate still gets debuff progression.


Build notes

  • Precise Strike + Adder Strike 5/5 + Sanguine Pierce is a 12-point investment that turns every proc into a 6-tick attack (1 big hit + 5 bleed ticks over 15 s).
  • Lunge synergises with Eviscerate — they're both primed actives, but Lunge is on a 25s cycle versus Eviscerate's 60s, so most fights run Lunge → standard swings → Eviscerate.
  • Pirouette pairs best with sustained-engagement fights: cast it at the start of a boss, hit your first crit fast, and you'll hover between 1 and 2 stacks for most of the 60-second window. Short trash pulls die before you'd see the second stack land — save it for the named mob.