Arcanists are an offense-oriented Archetype of the Wayfinders, specializing in using their abilities and focusing on sheer damage output while also strengthening their allies.
Wayfinders[edit]
Passive Perks[edit]
Defeating enemies has a chance to spawn an Innervation Orb, which can be consumed by the Arcanist or their allies to increase Ability Power.
Arcanists benefit from the largest invincibility window when dodging attacks with their Blink, and also travel an increased distance.
The Arcanist Talent Tree has three main branches: Havoc, Quantum, and Kinesis.
Type
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Name
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Description
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Havoc
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Prime
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Overwhelming Arcana
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Each time a Wayfinder ability is used, gain a stack of Overwhelming Arcana. Overwhelming Arcana increases Ability Power 5% per stack. Overwhelming Arcana can stack up to 5 times.
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Major
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Bountiful Innervation
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Each time a Wayfinder ability is used, have a 50% chance create an Innervation Orb.
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Major
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Quickening Innervation
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Each time you pick up an Innervation Orb, lower your Wayfinder Ability Cooldowns by 20%.
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Quantum
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Prime
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Wave Function Collapse
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Gain stacks of Observation when using your Ultimate or dealing Critical Hits. When stacks reach 100, a Wave Form Collapse is triggered, granting a random buff to you and nearby allies, increasing Damage, refreshing Cooldowns, or increasing Speed and Stamina.
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Major
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Probability Density
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Each time you pick up an Innervation Orb, gain 10% increased Crit Rating, stacking up to 3 times.
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Major
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Temporal Coherence
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Each time you Critically hit, gain a moderate amount of Ultimate Meter Charge. This effect has an internal cooldown of 1 second.
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Kinesis
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Prime
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Reactivity
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Gain a Damage Shield equal to 30% of Magic Defense after using your Ultimate. If you are hit while you have a Damage Shield active, deal damage equal to 25% of your Magic Defense back to your attacker.
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Major
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Feedback
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Each time a Wayfinder ability is used, gain a Damage Shield equal to 7% of Magic Defense.
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Major
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Repulsion
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Each time you pick up an Innervation Orb, gain a Damage Shield equal to 10% of Magic Defense.
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At certain Mastery Accolade Ranks (10, 20 and 30), the Arcanist will be granted higher tiers of a passive Weapon Mastery.
Weapon Type
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Name
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Description
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Guardian
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Reactive Overflow
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Blocking an enemy attack or hitting an enemy with a melee finisher increases Ability Power by (1.8/2.4/3)% stacking up to 5 times and lasting 8 seconds.
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Executioner
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Arcane Colossus
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2H attacks have a (15/20/25)% chance to deal 80% of your Ability Power as bonus damage.
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Twin Striker
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Arcane Dance
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Shadow Hits from Blade Dance deal additional Ability Damage equal to (20/30/40)% of Ability Power.
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Marksman
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Magic Chamber
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Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to (30/45/60)% of Ability Power.
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Additionally, at certain other Mastery Accolade Ranks (9, 18 and 27), the Arcanist will be granted higher tiers of a passive Defense Power. The Arcanist Defense Power converts (5/10/15)% of Magic Defense as additional Ability Power.
Weapon Mastery (Deprecated)[edit]
Mastery 1Using a Weapon Ability grants 5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 2
Using a Weapon Ability grants 7.5% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 3Using a Weapon Ability grants 10% Ability Power for each consumed Latent Power Pip. This effect stacks 3 times and lasts 10 seconds.
Mastery 1Basic weapon attacks have a 10% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 2
Basic weapon attacks have a 15% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 3Basic weapon attacks have a 20% chance to deal 100% of your Ability Power as bonus Ability Damage.
Mastery 1Blocking an attack has a 10% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 2
Blocking an attack has a 15% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 3Blocking an attack has a 20% chance to erupt into a small AOE that deals 100% of Ability Power as Ability Damage to nearby enemies.
Mastery 1Momentum causes your weapon attacks to deal up to 10% of your Ability Power as bonus Ability Damage, based on how full it is.
Mastery 2
Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is.
Mastery 3Momentum causes your weapon attacks to deal up to 15% of your Ability Power as bonus Ability Damage, based on how full it is. When you reach full Momentum, your next attack will send out a bolt of arcane energy that deals 20% of Ability Power as damage to a nearby enemy that then chains to 2 additional enemies. This effect has a 15 second cooldown.
Mastery 1Heavy attacks have a 10% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 2
Heavy attacks have a 15% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 3Heavy attacks have a 20% chance to be Arcane Empowered, dealing 100% of your Ability Power as bonus Ability Damage in an area.
Mastery 1Using a Weapon Ability grants you and nearby allies 5% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 2
Using a Weapon Ability grants you and nearby allies 7.5% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 3Using a Weapon Ability grants you and nearby allies 10% Ability Power per level of momentum consumed. Lasts 10 seconds.
Mastery 1Dual Blade Finishers, that consume Flourish Points, spawn an Innervation Orb when hitting an enemy.
Mastery 2
Dual Blade Finishers, that consume Flourish Points, spawn 2 Innervation Orbs when hitting an enemy.
Mastery 3Dual Blade Finishers, that consume Flourish Points, spawn 3 Innervation Orbs when hitting an enemy.
Mastery 1Enemies take 10% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 2
Enemies take 15% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 3Enemies take 20% more damage for 6 seconds after being hit by a successful Parry attack.
Mastery 1Shadow Hits from Blade Dance deal additional Ability Damage equal to 20% of Ability Power.
Mastery 2
Shadow Hits from Blade Dance deal additional Ability Damage equal to 30% of Ability Power.
Mastery 3Shadow Hits from Blade Dance deal additional Ability Damage equal to 40% of Ability Power.
Mastery 1You have a chance to spawn an Innervation Orb from yourself when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 2
You have a chance to spawn an Innervation Orb from yourself and a nearby enemy when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 3You have a chance to spawn an Innervation Orb from yourself and 2 nearby enemies when getting a hotspot reload. You have a 100% chance when reloading a full clip.
Mastery 1Eagle Eye shots have a 50% chance to spawn an Innervation Orb at the target.
Mastery 2
Eagle Eye shots have a 75% chance to spawn an Innervation Orb at the target.
Mastery 3Eagle Eye shots have a 100% chance to spawn an Innervation Orb at the target.
Mastery 1Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 30% of Ability Power.
Mastery 2
Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 45% of Ability Power.
Mastery 3Rifle Standard shots deal bonus Ability Damage based on how empty the clip is, up to 60% of Ability Power.
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