- "Damage taken while not defending is stored, lending power to a devastating counterattack. The power of the counterstrike will increase based on the damage taken."
Upgrades to Act of Vengeance.
The warrior remains static whilst the skill is active - any damage taken charges the skill - with the skill glow changing from an initial dull red through yellow, orange, and ultimately bright red as damage is taken. On release a circular strike is dealt.
Notes, tactics and damage
The extent of charging is indicated by the level of inflammation of the warrior, with the highest level corresponding to the entire body and weapon glowing an incandescent red.
- Damage taken, not number of blows causes charging.
- With Act of Atonement the amount of damage required to fully charge the skill corresponds to a full health bar.
- With Act of Vengeance the amount of damage required to fully charge the skill corresponds to the reduction from full to 'red' health, or around two thirds of a health bar.
- Debilitation damage such as burning does not seem to contribute to the charge, though ranged attacks do, including thrown items.
On release a circular swipe is taken at nearby foes -with the amount of damage increasing with the level of incandescence achieved.
- With Act of Atonement only a single enemy receives full damage, and also receives massive knockback; other enemies in range take minor damage, and may be staggered.
- With Act of Vengeance several enemies can take high damage, and be knocked by several yards; the individual damage is not greatly increased from Act of Atonement.
The damage done at full charge is around five to ten times than that of an uncharged blow; the increase may be greater for weak weapons.
- Given the usually long charge time, and loss of health the damage done by revenge attack is not of great utility- if compared to the alternative of normal attacks and evasive maneuvers, or when compared to other skills. However the knockback effect is very powerful from a fully charged blow.
Whilst taking blows the warrior has improved stagger and knockdown resistance, and appears to have improved resistances to some other effects, such as sleep.
- Very strong blows can still break the guard, including Tusk Toss, as well as a Ogre's drop kick.
- The warrior remains vulnerable to grabs, including harpy grabs, as well as those from large foes.
- Whilst charging, debilitations such as poison and burning can be easily inflicted.
- Potions can be imbibed whilst charging.
Whilst some pawns do use this skill quite efficiently, often they will misjudge the release and fail to hit anything. Additionally versus ranged attacks a pawn may continuously take damage without ever closing in toward the bowman.