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Spellslingers are deadly and dangerous pistoleers, often found beyond the Fringe working as bounty hunters, bodyguards, and guns-for-hire.
Spellslingers fight with a unique style that's a lethal combination of magic, reflexes and instinct - making them some of the most feared combatants in the galaxy. By wielding specially designed mag pistols, Spellslingers manipulate arcane energy to create powerful magic sigils – greatly increasing their accuracy and infusing their projectiles with destructive power.
Along with their deadly weapons, Spellslingers also use acrobatic agility to quickly move around the battlefield - positioning themselves to inflict the most damage upon their enemies. These deadly abilities, coupled with steely-eyed resolve, make the Spellslinger a truly frightening foe in battle.
All Spellslingers have a primal form of energy called Spell Power they can draw on to power up their abilities. Toggle Spell Surge to use it by pressing ("R"), and don't be shy about it! This resource regenerates over time.
For centuries, the number of bullets Spellslingers could shoot per second was an infuriating bottleneck. Then, belatedly recalling that they were ambidextrous, they added a second pistol to their arsenal. The rest is exit wound history.
If there's another thing they hate, it's losing. For generations, Spellslingers fought duels by standing stationary at opposite ends of deserted streets, only to find themselves defeated by the agile. Humiliated by their own immobility, they delved into the arcane arts of somersaulting. Needless to say, their win percentages improved by leaps and bounds.
If there's one thing Spellslingers hate, it's a fair fight. That's why they supplement their deadeye marksmanship by juicing up their weapons and ammo with sorcerous sigils. Who says gunfighting and the occult don't mix? The Spellslingers' victims, and they aren't talking.
DPS build: Strikethrough to cap > crit to 25% > crit severity and vigor
Support build: Focus pool to 1900, focus regen to 1.5%, crit
|Assault Power I||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Assault Power II||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Assault Power III||1||1||Increases Assault Power by 2.5% of your current maximum.|
|Strikethrough I||1||1||Increases Strikethrough Chance by 1%.|
|Strikethrough II||1||1||Increases Strikethrough Chance by 1%.|
|Strikethrough III||1||1||Increases Strikethrough Chance by 1%.|
|Armor Pierce I||1||1||Increases Armor Pierce by 2%.|
|Armor Pierce II||1||1||Increases Armor Pierce by 2%.|
|Armor Pierce III||1||1||Increases Armor Pierce by 2%.|
|Deadly Chain||2||4||Landing a physical or magical attack grants 1 stack of Empower based on damage type.
Physical Attack Empower: Increases Physical Damage by 1.5% for 15.0s. Stacks 3 times.
Magical Attack Empower: Increases Magical Damage by 1.5% for 15.0s. Stacks 3 times.
|Vengeance||2||4||When your attack is deflected it grants an Empower for 5.0s.
Empower: Increases Strikethrough Chance by 6%.
|Withering Magic||2||4||Landing a hit while Spell Surged applies an Expose for 8.0s. Expose: Reduces Magic Resistance by 7.2%.|
|Trigger Fingers||2||4||Using Quick Draw reduces your cooldowns by 0.50s.|
|Critical Surge||2||4||Landing a Critical Hit generates 6 Spell Power. Can only occur every 6.00s.|
|Gunslinger||3||6||Using an ability with a cooldown grants an Empower. Stacks 6 times.
Empower: Increases Critical Hit Chance by 2.5% per stack.
|Surge Damage||3||6||Using a Spell Surged ability grants an Empower for 4.0s.
Empower: Increases Damage Dealt by 10%.
|Critical Hit Severity I||1||1||Increases Critical Hit Severity by 4%.|
|Critical Hit Severity II||1||1||Increases Critical Hit Severity by 4%.|
|Critical Hit Severity III||1||1||Increases Critical Hit Severity by 4%.|
|Critical Hit I||1||1||Increases Critical Hit Chance by 2%.|
|Critical Hit II||1||1||Increases Critical Hit Chance by 2%.|
|Critical Hit III||1||1||Increases Critical Hit Chance by 2%.|
|The One||3||6||Using a Spell Surged ability grants a Defense for 4.0s.
Defense: Increases Deflect Chance by 9%.
|Shock & Awe||3||6||Interrupting a foe grants you 2 Interrupt Armor for 6.0s.|
|Power Surge||2||4||While under the effects of Spell Surge, increases Assault and Support Power by 8.6% of current maximum.|
|Preparation||2||4||Upon entering combat, after 5.0s reduce active Cooldowns by 2.00s and gain 11 Spell Power. Can only occur every 5.00s.|
|Urgency||2||4||When dropping below 30% health, decreases cooldowns by 3.00s. Can only occur every 20.00s.|
|Focus Stone||2||4||Using Gather Focus grants a Focus Stone for the next 180.00.
On Use: Restores 100 Focus, 7 health, and 10 Spell Power.
|Support Power I||1||1||Increases Support Power by 2.5% of your current maximum.|
|Support Power II||1||1||Increases Support Power by 2.5% of your current maximum.|
|Support Power III||1||1||Increases Support Power by 2.5% of your current maximum.|
|Focus Recovery I||1||1||Increases Focus Recovery Rate by 0.1% per second.|
|Focus Recovery II||1||1||Increases Focus Recovery Rate by 0.1% per second.|
|Focus Recovery III||1||1||Increases Focus Recovery Rate by 0.1% per second.|
|Focus Cost I||1||1||Reduces Focus cost of spells by 5%.|
|Focus Cost II||1||1||Reduces Focus cost of spells by 5%.|
|Focus Cost III||1||1||Reduces Focus cost of spells by 5%.|
|Burst Power||2||4||Landing a Critical Heal generates 6 Spell Power. Can only occur every 6.00s.|
|Clarity||2||4||Using an ability grants a 10% chance to gain an Efficiency.
Efficiency: Reduces Focus costs by 20% for 4.0s.
|Augmented Armor||2||4||Landing a heal on an ally affected by Affinity, Runes of Protection, or Healing Salve applies a Defense.
Defense: Increases Armor Rating by 8% for 10.0s.
|Holy Roller||2||4||Using a unique Support Ability within the last 10.0s grants 1 stack of an Empower.
Empower: Increases Support Power by 1% for 10.0s. Stacks 7 times.
|Savior||2||4||Landing a heal on an ally that is below 30% health grants a 10% chance to restore an additional 5 health every 2.00s for 4.00s.|
|Desperation||3||6||While your Focus is below 100, after 2.0s generate 50 Focus every 2.00s for 8.0s. Can only occur every 120.0s.|
|Healing Aura||3||6||Using a Spell Surged ability causes you and 4 allies within 35m to restore 0 health every 1.0s for 5.0s.|
|PvP Defense I||1||1||Increases PvP Defense by 1%.|
|PvP Defense II||1||1||Increases PvP Defense by 1%.|
|PvP Defense III||1||1||Increases PvP Defense by 1%.|
|Maximum Shield Capacity I||1||1||Increases Maximum Shield Capacity by 3%.|
|Maximum Shield Capacity II||1||1||Increases Maximum Shield Capacity by 3%.|
|Maximum Shield Capacity III||1||1||Increases Maximum Shield Capacity by 3%.|
|Final Salvo||3||6||Taking damage that kills you will grant a 18 Absorb Shield for 10.0s to 5 allies within 30m.|
|Hyper Shield||3||6||Reduces the reboot time on your Shield by 3.00s.|
|Fury||2||4||When an ally that you have healed within 8.0s dies, generate 4 Spell Power every 1.0s for 6.0s.|
|Flame Armor||2||4||Taking melee damage returns 1 magic damage to your attacker.|
|Frost Armor||2||4||Taking melee damage applies Snare to the attacker.
Snare Reduces Movement Speed by 10% for 3.0s.
|Enhanced Shields||2||4||While Shields are 50%, grants a Defense after 8.0s.
Defense: Increases Maxiumum Shield Capacity by 12%.
|Dash Regen I||1||1||Increases Dash Regeneration by 7%.|
|Dash Regen II||1||1||Increases Dash Regeneration by 7%.|
|Dash Regen III||1||1||Increases Dash Regeneration by 7%.|
|Cooldowns I||1||1||Increases cooldown reduction by 5%.|
|Cooldowns II||1||1||Increases cooldown reduction by 5%.|
|Cooldowns III||1||1||Increases cooldown reduction by 5%.|
|CC Duration I||1||1||Decreases CC Duration by 5%.|
|CC Duration II||1||1||Decreases CC Duration by 5%.|
|CC Duration III||1||1||Decreases CC Duration by 5%.|
|Frost Snap||2||4||Taking damage from a target affected by Flash Freeze or Chill reduces their cooldowns by 1.00s.|
|Evasive Maneuvers||2||4||Dashing grants a Defense for 2.0s.
Defense: Decreases damage received by 7%.
|Readiness||2||4||Performing a CC Break grants you 1 Interrupt Armor for 3.0s.|
|Reorient||2||4||Dashing removes Daze and restores 40% Endurance.|
|Spell Armor||2||4||Exiting Void Slip generates 1 Interrupt Armor for 3.0s.|
|Homeward Bound||3||6||Taking damage that would kill you instead places you in the Void for 4.0s. Can only occur every 60.0s.|
|Speed of the Void||3||6||Using Gate, Spatial Shift, or Void Slip grants Swiftness for 3.0s.
Swiftness: Increases Movement Speed by 30%.
|Lifesteal I||1||1||Increases Lifesteal by 2%.|
|Lifesteal II||1||1||Increases Lifesteal by 2%.|
|Lifesteal III||1||1||Increases Lifesteal by 2%.|
|PvP Power I||1||1||Increases PvP Power by 1%.|
|PvP Power II||1||1||Increases PvP Power by 1%.|
|PvP Power III||1||1||Increases PvP Power by 1%.|
|Danger Danger||2||4||Grants a Swiftness for 8.0s when below 30% health.
Swiftness: Increases Movement Speed by 12%.
|Penetrating Rounds||2||4||Landing a Critical Hit applies an Expose.
Expose: Decreases PvP Defense Rating by 5% for 5.0s.
|Killer||2||4||Killing foes grants 1 stack of Empower for 15.0s.
Empower: Increases Assault Power by 4.5% of current maximum. Stacks 4 times.
|Headhunter||3||6||Killing an enemy player restores 10 Spell Power.|
|Overpower||3||6||Landing a hit on foes that are under the effects of Stun, Disorient, or Daze deal an additional 1 magic damage.|
|[[True Sight (Spellslinger)|]]||2||4||Landing a hit on a foe beyond 15m will deal additional damage.
15-24m: 62 physical damage.
25m+: 80 physical damage.
|Wild Barrage||6||Deal 6 physical damage to 5 foes every 0.25s.
Spell Surge: Deal 9 physical damage and pierce 100% Armor.
|Charged Shot||2||Deal magic damage to 5 foes.
C1: 13 dmg, 2.00s cd
C2: 16 dmg, 3.00s cd
C3: 32 dmg, 5.00s cd
C4: 65 dmg, 10.0s cd
Spell Surge: Reach full charge in 1.40s.
|Ignite||4||Deal 2 magic damage every 1.0s for 6.0s, and 13 magic damage on the last tick to 5 foes.
Spell Surge: Damage increased to 5 per tick and 28 on the last tick.
|Assassinate||18 (AMPs)||Deal 31 physical damage to a foe. Foes below 30% health take 59 damage.
Spell Surge: Deal 59 physical damage.
|Quick Draw||1||Deal 6 physical damage to 5 foes every 0.33s.
Spell Surge: Damage increased to 15.
|Chill||9||Deal 13 magic damage to 5 foes and applies Snare.
Snare: Reduces Movement Speed by 35% for 4.5s.
Spell Surge: Reduces cast time to 0.0s and reduces Movement Speed by 55%.
|Rapid Fire||11||Deal 10 physical damage 3 times to 5 foes.
Spell Surge: Damage increased to 13.
|Flame Burst||15||Deal 31 magic damage to 5 foes.
Usable after landing a Critical Hit.
|True Shot||21||Deal 32 physical damage to 5 foes and pierce 35% armor. Subsequent casts reduce cast times down to 1.0s and 0.5s.
Spell Surge: Cast times are reduced to 1.3s, 0.65s, and 0.33s.
|Arcane Missiles||31||Deal 17 total magic damage distributed among up to 3 foes every 0.6s and applies an Expose.
Expose: Decreases Magic Resistance by 5% for 12.0s. Stacks 2 times.
Spell Surge: Deals 29 damage.
|Runic Healing||6||Restores 6 health to an ally every 0.5s. While stationary, restore is increased to 10.
Spell Surge: Restore increased to 10 and stationary restore increased to 14.
|Runes of Protection||6||Grant 54 absorb to yourself and 4 allies for 10.0s.
Spell surge: Increased to 93 absorb.
|Vitality Burst||9||Restore health to yourself and 4 allies.
C1: 16 health, 0.00s cd
C2: 25 health, 4.00s cd
C3: 64 health, 8.0s cd
Spell Surge: Reach full charge in 1.30s.
|Astral Infusion||11||Restore 53 health plus 10 health every 2.00s for 4.0s to an ally.
Spell Surge: Restores 78 health plus 14 every 2.00s.
|Healing Salve||13||Apply Healing Salve to yourself and 9 allies for 12.0s.
Healing Salve: Taking damage restores 6 health. Can only occur every 2.00s.
Spell Surge: Restores 14 health.
|Dual Fire||15||Restore 28 health to 5 allies and deal 28 magic damage to 5 foes.
Spell Surge: Restores 81 health and deals 51 magic damage.
|Healing Torrent||18 (AMPs)||Restore 49 health to yourself and 4 allies.
Healing Torrent cost is increased by 9 each time if used within 5.0s of the previous use.Stacks 2 times.
Spell Surge: Restores 95 health.
|Voidspring||21||Create a 10m Voidspring, lasting 12.0s, at the targeted location.
The Voidspring restores 3 health every 1.0s to allies.
Spell Surge: Restores 6 health per tick.
|Regenerative Pulse||24||Restore 43 health divided up amongst up to 3 allies.
Surge Bonus: Restores 80 health.
|Sustain||27||Restore health to yourself and 4 allies.
C1: 15 health, 3.00s cd
C2: 39 health, 6.0s cd
Spell Surge: Reach full charge in 0.90s.
|Gate||3||Blink forward 17m and apply a Stun to 5 foes.
Stun: Prevents any action for 3.25s. Destroys 1 Interrupt Armor.
|Flash Freeze||9||Deals 18 magic damage to 5 foes and applies Root.
Root: Prevents Movement for 4.0s.
|Void Slip||13||Transition into the Void for 3.5s.
Removes all CC effects and drops the caster from any creature threat lists.
Using the ability a second time will cause the caster to exit the Void early.
|Arcane Shock||15||Deal 25 magic damage, destroy 1 Interrupt Armor, and apply Arcane Shock to 5 foes for 5.0s.
Arcane Shock: Prevents using a cast time ability by applying an Interrupt.
|Purify||18||Restore 3 health and cleanse 2 debuffs from yourself and 4 allies.|
|Gather Focus||18||Restore 60 Focus to yourself, grants a Concentration and applies Diminish.
Concentration: Generate 3 Spell Power every 1.0s for 6.0s.
Diminish: Reduces outgoing healing by 35% for 6.0s.
|Void Pact||18 (AMPs)||Create an 8m field around you, lasting 3.5s. Allies entering the field receive an Empower and a Swiftness.
Empower: Increases Assault Power by 9% of current maximum for 10.0s.
Swiftness: Increases Movement Speed by 25% for 10.0s.
|Spatial Shift||24||Position Swap a foe and apply a Disorient. Destroys 1 Interrupt Armor.
Disorient: Confuses movement for 6.0s.
|Phase Shift||27||Grant yourself 1 Interrupt Armor and a Defense for 3.4s.
Defense: Increases Deflect Chance by 50%.
|Affinity||31||Grant a Beacon to yourself or an ally for 10.0s
Beacon: Increases Incoming Healing by 10%.
|Spell Surge||Requires 25 Spell Power to activate.
While Spell Surge is active, your Assault and Support abilities receive a Surge Bonus.