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Dawn's Wrath

ULTIMATES

  • Call down a fragment of the sun, dealing 1242 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%.

    An ally near the fragment can activate the Supernova synergy, dealing 2789 Magic Damage to all enemies in the area and stunning them for 3 seconds.
  • Call down a fragment of the sun, dealing 1282 Magic Damage every 1 second for 8 seconds to enemies in the area and afflicting them with Major Maim, reducing their damage done by 10%.

    An ally near the fragment can activate the Gravity Crush synergy, dealing 5579 Magic Damage to all enemies in the area and stunning them for 5 seconds.

  • The synergy deals more damage and stuns for longer.
  • Call down a fragment of the sun, dealing 1242 Magic Damage every 1 second for 8 seconds to enemies in the area and applying Major Maim to them for 10 seconds, reducing their damage done by 10%.

    An ally near the fragment can activate the Supernova synergy, dealing 2789 Magic Damage to all enemies in the area and stunning them for 3 seconds.

  • Reduces the cost and Major Maim stays on enemies after leaving the area.

SKILLS

  • Blast an enemy with a charge of radiant heat, dealing 1242 Flame Damage, and an additional 3710 Flame Damage over 20 seconds.

    Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.
  • Blast an enemy with a charge of radiant heat, dealing 1242 Flame Damage, and an additional 5745 Flame Damage over 30 seconds.

    Upon activation you gain Major Savagery and Major Prophecy for 30 seconds, increasing your Weapon and Spell Critical rating by 2629.

  • Increases the duration.
  • Blast up to three enemies with a charge of radiant heat, dealing 1282 Flame Damage, an additional 3710 Flame Damage over 20 seconds, and reducing their Movement Speed by 40% for 3 seconds.

    Upon activation you gain Major Savagery and Major Prophecy for 20 seconds, increasing your Weapon and Spell Critical rating by 2629.

  • Splits the projectile, allowing it to affect two additional nearby enemies. Briefly snares enemies hit.
  • Conjure a ball of solar energy to heave at an enemy, dealing 2572 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds.

    Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.
  • Conjure a ball of solar energy to heave at an enemy, dealing 2656 Magic Damage and increasing your damage done with class abilities by 5% for 5 seconds.

    Afflicts the target and enemies within 8 meters with Major Defile, reducing their healing received and damage shield strength by 12% for 4 seconds.

    Also grants you Empower for 5 seconds, increasing the damage of your Heavy Attacks against monsters by 70%.

  • Reduces cost and applies Major Defile to the target and nearby enemies.
  • Conjure solar energy to blast enemies around you, dealing 465 Magic Damage every 2 seconds and increasing your damage done with class abilities by 5% for 20 seconds.

    While this ability is active you gain Empower, increasing the damage of your Heavy Attacks against monsters by 70%.

  • Deals damage in multiple blasts as damage over time around you instead of at a single enemy.
  • Summon an expanding beam of pure sunlight to doom an enemy, dealing 1242 Magic Damage immediately and marking them for 6 seconds.

    After the duration ends, the sunlight bursts, dealing 1374 Magic Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%.

    You can have only one Backlash active at a time.
  • Summon an expanding beam of pure sunlight to doom an enemy, dealing 1242 Magic Damage immediately and marking them for 6 seconds.

    After the duration ends, the sunlight bursts, dealing 1375 Magic Damage, which increases based on the amount of damage you dealt to them over the duration, up to 200%. Also heals you and nearby allies in the area for 797 Health every 2 seconds, over 10 seconds.

    You can have only one Purifying Light at a time.

  • When the effect ends, a pool of sunlight remains attached to the enemy, healing you and allies.
  • Summon an expanding beam of pure sunlight to doom an enemy, dealing 1242 Physical Damage immediately and marking them for 6 seconds.

    After the duration ends, the sunlight bursts, dealing 1375 Physical Damage to the enemy, which increases based on the amount of damage you dealt to them over the duration, up to 200%.

    You can have only one Power of the Light active at a time, and each hit of the ability applies the Sundered status effect.

  • Converts into a Stamina ability, deals Physical Damage, and always applies the Sundered status effect.
  • Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they use a Direct Damage attack. Limited to one.

    Their first attack reduces their Movement Speed by 30% for 4 seconds, their second attack immobilizes them for 3 seconds, and their third attack stuns them for 3 seconds. The effects can activate once every 1 second.
  • Envelop yourself in a lightless sphere for 10 seconds to protect yourself. Anytime you take direct damage, the sphere lashes back at the attacker, reducing their Movement Speed by 40% for 3 seconds and healing you for 2479 Health. These effects can occur once every half second.

  • You now apply the ability to yourself. Heals you when you take direct damage instead. Melee attackers are snared.
  • Envelop an enemy in a lightless sphere for 4 seconds, that harms them with growing intensity anytime they deal direct damage. Limited to one.

    Their first attack reduces their Movement Speed by 30% for 4 seconds and deals 480 Magic Damage, their second attack immobilizes them for 3 seconds and deals 961 Magic Damage, and their third attack stuns them for 3 seconds and deals 1924 Magic Damage. The effects can activate once every 1 second.

  • Deals damage to the attacker and anyone near them when they trigger any of the effects.
  • Burn an enemy with a ray of holy fire, dealing 3336 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.
  • Burn an enemy with a ray of holy fire, dealing 3447 Magic Damage over 1.8 seconds. Deals up to 480% more damage to enemies below 50% Health.

    You restore up to 480 Magicka per tick, based on the target's missing Health and heal for 20% of the damage inflicted.

  • You heal for a percentage of the damage inflicted, and restore Magicka based on their missing Health.
  • Burn an enemy with a ray of holy fire, dealing 3447 Magic Damage over 1.8 seconds. Deals up to 500% more damage to enemies below 50% Health.

  • Increases the amount of bonus damage dealt to low health targets.

PASSIVES

  • Increases the duration of your Sun Fire, Eclipse, Solar Flare, and Nova abilities by 2 seconds.
  • Casting a Dawn's Wrath ability while in combat generates 3 Ultimate. This effect can occur once every 6 seconds.
  • Casting a Dawn's Wrath ability grants Minor Sorcery to you and your group for 20 seconds, increasing your Spell Damage by 10%.
  • Reduces the Health, Magicka, Stamina, and Ultimate costs of your abilities by 5%.