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First Slot Ability Defensive Slam The safest and most consistent first slot ability. It increases damage reduction and CC resistance. Mobs can hit hard and very often have very annoying crowd control abilities, and this ability often enables you to survive when making mistakes. Threatening Smash Not a bad option, but it's never the best. Increases threat to mobs hit by 100. The extra threat can feel a bit unnecessary since you will be using Taunt. Works well when multiple mobs are guarding the track. Sacred Ground Very situational but high-impact. Against certain tracking targets (e.g., Dawnbird, Golem, Imp), temporarily disabling certain abilities makes the fights go faster or easier/safer. ----------------------------------------------------------------------------------------------------------- Second Slot Ability Ground Shaker Currently the best second slot ability due to a lack of strong competition aside from niche scenarios. Provides good raw damage along with a knockup to disrupt the target's channeling abilities. Snare Charge Mainly used for mobility, which is only worth taking when tracking werewolves to take the blood puddles. Guard Rune Previously the best defensive option, but it got nerfed and now has lower damage resistance. Only useful when you need immunity to crowd control or forced movement (e.g., Direbear, Golem). Air Compressor Can be used to pull tracking targets, particularly if you don't have Fiend Sandals. Works well when multiple mobs are guarding the track while having a party with decent AoE damage. Weapon Passive Energetic The only real option for passive ability. Provides a small boost to mana sustain. Remember to auto-attack to activate it. ----------------------------------------------------------------------------------------------------------- Off-Hand Mistcaller Best-in-slot. Reduces cooldowns, allowing for faster skill rotations. Any Shield Good defensive option. Provides extra survivability. Avoid Astral Aegis, as it hurts mana sustain. ----------------------------------------------------------------------------------------------------------- Helmets Hellion Hood Provides the best utility by cancelling or delaying key abilities of tracking targets. Examples include delaying Golem's turtle mode and removing werewolf blood puddles. Assassin Hood Works better with less optimal teams by allowing more uses of your Incubus ultimate, improving consistency. Mercenary Hood A very good defensive option. Reduces enemy damage by 30% and interrupts channeling abilities. Stalker Hood A weaker option, somewhat usable. Provides resistance reduction when enemies are below 50% HP, generally better suited for DPS roles. Passive Quick Thinker The only real option for passive ability. Provides a small cooldown rate boost. ----------------------------------------------------------------------------------------------------------- Armors Any plate armor works since you'll be using Taunt for most encounters. Judicator Armor A good defensive option, especially when Taunt is less effective on some tracking targets (e.g., Golem, Imp, Ent, Shadowmask). Grants additional damage resistance and increases healing received by 30%. Armor Passive Toughness The only real option for passive ability. Provides a small boost to survivability. Armor Second Passive Spirit Crush The default choice. Normal attacks apply a debuff on mobs, reducing max health by 12%. Protective Instinct Increases threat generation by 400%. Can be used if you're struggling with maintaining aggro, but it's generally unnecessary since you have Taunt. ----------------------------------------------------------------------------------------------------------- Shoes Fiend Sandals Allows you to swap targets with a target (ally or enemy), disrupting channeling abilities. Which can be used offensively or defensively. Very useful against tracking targets who move a lot (e.g., Shadowmask, Dawnbird, Direbear). Cultist Sandals Provides resistance reduction on boots. Mainly used for DPS, viable if your group lacks it. Any Leather Shoes Refreshing sprint helps a little bit with the cooldown reduction, helping a little bit with ability uptime. Passive Efficiency Provides a small boost to mana sustain. Ask questions here: https://discord.gg/WdZbsfhre
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Combat stats depend on your mastery, equipment and bonuses. Check your character’s final values in game.
First Slot Ability Defensive Slam The safest and most consistent first slot ability. It increases damage reduction and CC resistance. Mobs can hit hard and very often have very annoying crowd control abilities, and this ability often enables you to survive when making mistakes. Threatening Smash Not a bad option, but it's never the best. Increases threat to mobs hit by 100. The extra threat can feel a bit unnecessary since you will be using Taunt. Works well when multiple mobs are guarding the track. Sacred Ground Very situational but high-impact. Against certain tracking targets (e.g., Dawnbird, Golem, Imp), temporarily disabling certain abilities makes the fights go faster or easier/safer. ----------------------------------------------------------------------------------------------------------- Second Slot Ability Ground Shaker Currently the best second slot ability due to a lack of strong competition aside from niche scenarios. Provides good raw damage along with a knockup to disrupt the target's channeling abilities. Snare Charge Mainly used for mobility, which is only worth taking when tracking werewolves to take the blood puddles. Guard Rune Previously the best defensive option, but it got nerfed and now has lower damage resistance. Only useful when you need immunity to crowd control or forced movement (e.g., Direbear, Golem). Air Compressor Can be used to pull tracking targets, particularly if you don't have Fiend Sandals. Works well when multiple mobs are guarding the track while having a party with decent AoE damage. Weapon Passive Energetic The only real option for passive ability. Provides a small boost to mana sustain. Remember to auto-attack to activate it. ----------------------------------------------------------------------------------------------------------- Off-Hand Mistcaller Best-in-slot. Reduces cooldowns, allowing for faster skill rotations. Any Shield Good defensive option. Provides extra survivability. Avoid Astral Aegis, as it hurts mana sustain. ----------------------------------------------------------------------------------------------------------- Helmets Hellion Hood Provides the best utility by cancelling or delaying key abilities of tracking targets. Examples include delaying Golem's turtle mode and removing werewolf blood puddles. Assassin Hood Works better with less optimal teams by allowing more uses of your Incubus ultimate, improving consistency. Mercenary Hood A very good defensive option. Reduces enemy damage by 30% and interrupts channeling abilities. Stalker Hood A weaker option, somewhat usable. Provides resistance reduction when enemies are below 50% HP, generally better suited for DPS roles. Passive Quick Thinker The only real option for passive ability. Provides a small cooldown rate boost. ----------------------------------------------------------------------------------------------------------- Armors Any plate armor works since you'll be using Taunt for most encounters. Judicator Armor A good defensive option, especially when Taunt is less effective on some tracking targets (e.g., Golem, Imp, Ent, Shadowmask). Grants additional damage resistance and increases healing received by 30%. Armor Passive Toughness The only real option for passive ability. Provides a small boost to survivability. Armor Second Passive Spirit Crush The default choice. Normal attacks apply a debuff on mobs, reducing max health by 12%. Protective Instinct Increases threat generation by 400%. Can be used if you're struggling with maintaining aggro, but it's generally unnecessary since you have Taunt. ----------------------------------------------------------------------------------------------------------- Shoes Fiend Sandals Allows you to swap targets with a target (ally or enemy), disrupting channeling abilities. Which can be used offensively or defensively. Very useful against tracking targets who move a lot (e.g., Shadowmask, Dawnbird, Direbear). Cultist Sandals Provides resistance reduction on boots. Mainly used for DPS, viable if your group lacks it. Any Leather Shoes Refreshing sprint helps a little bit with the cooldown reduction, helping a little bit with ability uptime. Passive Efficiency Provides a small boost to mana sustain. Ask questions here: https://discord.gg/WdZbsfhre
Check one of each equipped item on europe, at its selected quality.
Albion Online Data Project · crowdsourced observations, not a full order book or guaranteed purchase price. Older scans remain visible with their dates; missing scans are excluded from the known subtotal. How market scans work →
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Browse community builds →Recorded range: 5.56 - 556.24
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Recorded range: 0.1398% - 12.2807%
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Recorded range: 13.87% - 1387.84%
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Historical awakening reference values. These are recommendations, not this weapon’s actual rolled traits or current-patch verification.
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