Melee Threshold Abilities
Powerful abilities that cost 15% adrenaline
Overview
Similar to the amount of basic abilities, Melee also has a large amount of thresholds compared to other styles. These vary massively in damage and situational usefulness.
As covered in Combat Basics, all of these thresholds will require 50% adrenaline to cast, and will cost 15% adrenaline.
Channelled Abilities
All abilities in this section are Channelled Abilities. This means they must be cast for longer than a Global Cooldown (1.8s) to deal their full damage. Remember to watch your channel bar mentioned in the Buff Bar section. Players can move during melee channelled abilities, as long as they remain within attack range of their target.
Assault
Assault is a high damaging channelled ability dealing 140% damage per hit every 1.2s. This ability hits 4 times for a total channel time of 4.2s and a total damage of 560% with a cooldown of 30s.
Destroy
This ability behaves very similarly to Assault but has a 20.4s cooldown. This deals 130% damage per hit every 1.2s, hitting 4 times for a total channel time of 4.2s and a total damage of 520%. Additionally, the target will be Stunned and Bound for 3.6s.
This ability can only be cast with dual wield and also shares a cooldown with Hurricane.
Flurry
Just like Destroy, this is a channelled ability, deals 4 hits with a total channel time of 4.2s, has a cooldown of 20.4s and can only be cast with dual wield. Each hit will only deal an average of 65% damage but will hit up to 8 targets within 1 tile around your character, leading to a total damage per target of 260%.
Can be upgraded to
Greater Flurry via an ability codex - increases damage from 65% to 110% per hit for a total average of 440%. The cooldown of Berserk will also be reduced by 1.2s for each hit.
Area of Effect
Hurricane
Casting Hurricane spins you on the spot, dealing 135% damage to your target. You will also deal a secondary hit of 150% to your main target, and any additional targets within 1 tile around you. This ability has a 20.4s cooldown, can only be cast with a 2h weapon, and shares a cooldown with Destroy.
Quake
Quake is our final AoE dealing 145% damage to all targets within 1 tile around your character with a cooldown of 20.4s. This will also reduce the defence stat and increase your hit chance against all enemies damaged if below 100% hit chance. Quake can only be cast with a 2h weapon.
Stuns
Forceful Backhand
Forceful Backhand deals 130% damage with a 15s cooldown, shared with Stomp. When cast it will stun and bind the target for 3.6s.
Stomp
Stomp deals 130% damage with a 15s cooldown, shared with Forceful Backhand. When cast it will stun and bind the target for 3.6s.
Bleeds
Slaughter
Slaughter is a damage over time ability, dealing 35% average damage per hit, hitting 5 times over 6s, with a cooldown of 30s. If the target moves after the ability is cast, you will deal 3x damage for an average damage of 105% per hit. You are able to move most targets manually and if correctly done will lead to an increased damage total of 525%.
Blood Tendrils
This ability is obtained via a codex after The Dig Site quest.
Blood Tendrils deals an initial hit of 110% with an additional 4 hits of 55% over the next 4.8s. Blood Tendrils can be a dangerous ability though, as 27% of the damage dealt from the 4 additional hits is dealt back to your player. This results in a total damage of 330% and a cooldown of 45s.
Greater Flurry via an ability codex - increases damage from 65% to 110% per hit for a total average of 440%. The cooldown of Berserk will also be reduced by 1.2s for each hit.