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| | Momentum | ||
|---|---|---|---|
| Description | The character has learned to carry one attack through to the next, increasing attack speed substantially. This mode consumes stamina quickly, however. |
||
| Tree | Dual Weapon | Type | Mana |
| Conjuration | Fast (1 second) | Range | Personal |
| Target Type | Valid Targets | Self | |
| Activation | 0 Stamina | Upkeep | 60 |
| Fatigue | 5% + Drain (See Effects | Cooldown | 30 |
| Damage Potential | See Effects | ||
| Prerequisites | Dexterity 24 | ||
| Required by | {chain_children} | ||
Learning this ability does not grant additional passive effects.
Threat describes the amount of hate an action generates on it's target. Abilities that inflict damage always generate threat proportional to the amount of damage dealt.
This ability is very powerful, netting an easy 30% dps increase at the click of a button.
However, the constant drain associated with the ability means that the user has little stamina left to use on other abilities.
Collecting items that improve stamina regeneration can offset some of the cost running momentum, prolonging the period the user can stay in this mode.
A good tactic to set is
* If stamina == 100%
This will cause AI characters to deactivate the ability after combat once they reach full and cause them to enable momentum after they executed some other abilities.