With 4.0 comes new Legendary Abilities for your souls. Each soul will gain 5 Legendary Abilities. How this works is you can basically upgrade one of your existing abilities. You get 3 per soul and have to spend a certain amount of soul points to be able to upgrade an ability to legendary. 0 points allow 1 legendary power. 15 points to get 2 legendary powers. 42 points to get a 3rd power. You gain 1 Legendary Point per level after 65. (so 5 Legendary points total to spend)
These abilities will act like soul points, so you arent stuck with them as soon as you choose them, to reset it you would just need to reset the entire soul tree and re-do it all.
With the 3 points per soul, this means 2 points will get put into your off-souls. Same rules apply (so spend 15 points to spend 2).
Some souls are incomplete, because there hasnt been any information released on them yet, but I will attempt to update this as soon as information is out on them.
Some of the legendary abilities will completely change the ability from its normal version, where as some merely upgrade the ability whilst also still doing what it did previously
Rift Level 70 Legendary Abilities.
Souls:
Assassin (currently has 6, possibly one being removed - subject to change) -
Virulent Poison - Grants weapon ability attacks a 50% chance to deal an additional 5047 water damage and grant Adicic Wrath. When you reach 20 stacks of Wrath they are consumed and cause your next Assassin builder to deal 100% more damage.
Assassinate - Immediately applies all your poisons to the target.
Lethal Poison - Has a chance equal to your Critical Change to grant a combo point. Can only trigger once every 3 seconds.
Poison Malice - Increases Poison Buff damage done by 125%. When hit in melee deals x amount of water damage to the attacker. Lasts 15 seconds. (normal version) This effect can be re-cast during its duration to refresh the effect. Each time it is refreshed your global Cooldown is increased by .1 second.
Master of Poisons - When a poison procs you have a chance to gain a stack of Virulent Haste. Virulent Haste resets the cooldown of serpent strike and allows you to cast it with no cooldown. Stacks up to two.
Thread of Death - Allows you to use abilities that require you to be in stealth at any time - But reduces the damage of those abilities by 25%.
Nightblade (has all 5 listed, subject to change)
Flame Blitz - Due to get one (hasnt been shown what it is yet though)
Fiery Spike - Increases the physical damage you deal by 8%
Hellfire Blades - Weapon Ability attacks deal an additional x Fire damage in a 7m area around the target. Lasts 15 seconds. No longer counts as a weapon Enhancement. 30 second cooldown, with no GCD.
Dusk Strike - Allows stacks of Emptiness (the buff that causes Dusk Strike to hit harder but use more energy) to be consumed by finishers.
Dark Decent - The next 3 rogue Finishers do not consume combo points (normal version) After this effect ends your finishers refund 2 combo points. (legendary version)
Physician (has all 5 listed, subject to change)
Urgent Care - Restores x amount of health. (normal version) - Restores x amount of heal to yourself, heals for the same amount over 10 seconds.
Life Insurance - Is due to have one but isnt showed yet.
Causal Treatment - Restores x amount of health . Awards 2 combo points. 1.5second cast time (normal version) - Restores x amount of health. Instant cast. Awards 2 combo points. Incurs (to recieve) a 1.5 second global cooldown
Maintenace Therapy - Restores x amount of health (equal to the old 5 combo point heal) and grants a hot for 6 seconds for x amount of health.This effect is applied by single target healing and can stack twice.
Emergency Response - No longer has a cooldown, but will consume all of the rogues current energy while healing the target for a percentage of the rogues life, based on the amount of energy it consumes (legendary version)
Normal Version - Heals the target for 100% of the rogues maximum health and grants an absorb. 1 minute cooldown.
Tactician (has all 5 listed, subject to change)
Empyrean Bolt - Deals x amount of damage. Awards 1 combo point. (normal version) Reduces all non-tactician cooldown by 1 second. (legendary version)
Curative Engine - When hit, the rogue restores 1372 health. Can be triggered at most once per second. (normal version) Increases all tactican healing by 350%. Only 1 Engine can be activated at a time.
Barrier Remote - Your target gains an absorption Shield that absorbs 85% of incoming damage, up to 20% of the Rogue's max health. Lasts 10 seconds. (normal version it only applies to yourself)
Ablative Coil - Protects all raid members around the rogue from harm, reducing damage taken by 30% for up to 6 seconds. Instant cast. (normal version its a 6 second channel)
Curative Torrent - Restores x - x amount of health to party or raid members infront of you over 3 seconds. This effect can heal up to 2 additional party or raid members. Reduces Energy by 1 for every second of channel. (normal version) Grants 1 combo point for every second of channel (Legendary version)
Small note - Trion are looking into making Tactician a focused aoe healing soul for rogue, which is why some of these legendary abilities are more focused upon healing. This also means some points within the soul itself are going to be changed, to make it focus more on aoe healing rather than damage.
Bard. Missing 1 - will be added when made aware of what it is.
Orchestra of the Planes - Places an Aura on the Rogue, increasing the damage of party or raid members by 15%, healing them for x amount of health over 15 seconds, dealing x amount of life damage up to 5 enemies for 15seconds. (normal version) Causes your Cadence and Cadenza to tick twice as fast. Makes Legendary Cadenza instant.
Harmonic Distortion - Stacks up to 10 times. Critical Finishers gain an additional stack. When Harmonic Distortion is used on a player (for the st heal) it will use 2 stacks and heal for twice as much. (Legendary) - This means your damage as bard will be increased by 50%, rather than 25% from the normal version.
Normal Version - Every time a coda is used, you get a 20% chance to gain a stack of Harmonic Energy, increasing damage by 5% maxing out at 5 stacks. When Harmonic Distortion is used on a player, it consumes 1 stack of Harmonic Energy and heals the ally for x amount of health.
Cadenza - Now a 2 second cast time but awards 5 combo points. (Legendary Version) - If you have Legendary Orchestra, it will make Cadenza instant cast for the duration of Orchestra.
Normal Cadenza is just a channel, awarding a total of 3 combo points for every completed channel.
Motif of Regeneration - Provides a stacking HoT (heal over time) to 10 targets, cannot be refreshed. When it reaches full stacks all additionally generated stacks provide 50% of the maximum combined HoT amount immediately.
Marksman (missing one, to be added when we're showed it)
Free Recoil - Rapid Fire Shot consumes a max of 2 combo points. Cast time of Deadeye shot is reduced by 0.5s. (normal version) Empowered Shot no longer has a cooldown and only grants 1 combo point. Each subsequent point cast of it increases the energy cost and reduces the cast time. It no longer triggers a global cooldown.
On the Double - Passively Increases movement speed and dodge chance by 5%.
Calculated Shot - Doubles the speed of all your channels and allows you to move whilst channeling.
Deadeye Shot - Deals 1/10th of the normal damage on non-crits, but crits deal 15x more than the normal damage.
Saboteur - Has 4 listed, awaiting 5th.
Bottomless Bandolier - Your sticky bombs dont consume charges while you are affected by Bottomless Bandolier. Lasts 20 seconds. (normal version) Passively reduces the number of charges your sticky bombs cost by 1. (legendary version)
Time Bomb - Every 1 second (down from 2 seconds which was the normal version) this ability is off cooldown Time bomb Catalsyt becomes more effective.
Satchel Charge - Deals x amount of damage to 3 enemies over 30 seconds. Grants a charge every tick.
Flashbang - Deals x-x amount of damage to 3 enemies. Debilitates affected enemies for 4 seconds. 30 second cooldown.
Bladedancer - Has 5 currently listed. Awaiting for confirmation on Hundred Blades.
Side Steps - Increases dodge by 50% for 15seconds (normal version). Your movement speed is increased by 15% for up to 30 seconds or until you stop moving. (Legendary version)
Deadly Strike - Now refunds 2 combo points on cast. 8 Seconds cooldown.
Twin Cleave - Deals x-x damage to 5 enemies. Grants 1 combo point. (normal version). Refreshes your current Rythmic Action. Now has a 22 second cooldown.
Fated Blades - Increase Attack Power Contribution to all Bladedancer attacks bt 150% and causes them to ignore the enemy's Armor. Lasts 15 seconds. (normal version) You may have another Rythmic Action at the same time as this effect. (Legendary Version)
Hundreds Blades - Havent been told what the Legendary Ability does for this yet.
Shadeborn - Missing 3 for Shadeborn. To be added.
Scything Night - Applies Consuming depths at 25% effectiveness - This stacks with the normal Consuming Depths.
Strengthened Bond - 50% reduction on your main target +300-400% damage on your bond of night target (Legendary Version)
Riftstalker - Missing 4. Will be added when made aware.
Shadow Shift. - Now provides a stacking buff passively. Anything in the line that you travelled takes damage based on the number of stacks you have up. Up to a maximum of 1600% of AP as damage at max stacks.
Ranger - Missing 4. To be added when found.
Call: Razorback - When the Razorback charges the target, it will deal damage and buff the player. (possibly useful for an off-soul or for tanks, depending on what the buff is)
Thanks to Trauumhaft for a few things i was missing :3
This should be everything here currently that we know of! If im missing anything just let me know! And get discussing :3
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