Would you like to learn how to dismember your enemies in the New World? This guide is a deep dive into all things New World Rapier related.
This guide covers skills, passives, and the best builds for rapiers in the New World. This guide can be seen as a more advanced version of ourNew World Guide to Weapons and Skills for Beginners. In the end, you should fully understand Rapier and, with practice, be able to fully master it.
The guide has been updatedUpdate 1.8.1
At the end of the guide you will find a section that lists all the changes made to this weapon by AGS to preserve and support the game in the long run.
Index
- foil overview
- Rapier Skills, Passives, and Perks
- the blood tree
- the tree of mercy
- Impulso (Grace Ultimate)
- Foil skill skills
- rapier builds
- Flexible leveling (13-19 points)
- Tondo Building (19 points)
- Evasive Armor (19 points)
- Rapier Weapon Pairings
- Patch note changes
- Update 1.8 "Winter Convergence Festival 2022"
foil overview
The Rapier is an extremely strong contender in the DPS category for both PvE and PvP. It has the honor of being one of the few weapons where you have the potential to make any skill combination work in any situation. How each spec performs largely determines the style of play you want to get out of the weapon.
This weapon's primary use is in the damage category. Between burst skills, damage over time skills, and a mix of utility skills; The Rapier has pretty much everything you could want in a weapon. There are many options to consider, many different ways to deal damage for PvE and PvP.
This weapon can also have a secondary niche for use as a backup tank. Evasive armor is a powerful combination of offense and defense, and often does more damage than defense. This particular playstyle is unique to PvE, as tanking this way is less effective in anything greater than 1v2 or 2v2.
Rapier Skills, Passives, and Perks
First, let's start with abilities and passives. Let's talk a little about each one, their uses and their effectiveness. There's a lot to cover here, so let's break it down by tree to keep things organized.
In addition to general information, you will receive a rating from C to S for PvE and PvP. Tier C is strictly for passives that aren't that good, forced by another upgrade, or just plain useless. Levels A and B are intermediate, lying between the worst and best funds, leaning in one direction or another. S-levels are the good passive skills you're almost always looking for when you get or want a skill because it's useful in so many scenarios.
the blood tree
The Blood Tree is where most of our Rapier damage options are located. Blood Tree's three active abilities are Tondo, Flourish and Finish, and Flurry. So let's cover those skills first, and then we'll cover the passive skills that aren't tied to any skills.
tondo
Tondo is a relatively easy attack. You quickly slash your rapier in an arc, causing enemies to bleed in front of you. This indentation can be stacked up to three times, with each new application updating the previous stacks.
This first strike deals 50% weapon damage as a physical slash at a 5m angle. The bleed inflicted deals 120% of your weapon damage over 12 seconds or 10% per second. Bleeding can be prolonged by passives and has a maximum duration of 20 seconds.
At 6 seconds, Tondo is the shortest cooldown for Rapier, making it useful as a first ability. With additional cooldown reduction passives, this can be reduced a bit more, making it very spammy with the right builds.
Tondo Rating: PvE - B (S with flourish and conclusion), PvP- B (A with flourish and conclusion)
In PvP, Tondo is weaker without Flourish and Finish. The fact that this requires a different skill to deal significant damage limits its overall usefulness. The bleed does so little damage that, when fully stacked, it only contributes the damage of a single light attack every four seconds. This skill also lacks usefulness. The only good use case for Tondo in PvP is in potentially 50v50 wars, as it can be used on many targets at once with enough distance.
For PvE, the story is pretty much the same, but since there are abilities that are less valuable in PvE, you get a little more value as your main AoE option. It still suffers from having to bloom and finish to deal significant damage, but it can still do significant damage. Combined with Flourish and Finish, it provides a high single-target burst build that gives it a huge advantage over other skills.
Blutdurst
This passive ability of Tondo's reduces Tondo's cooldown by 10% for each enemy that gains their first stack of bleeds.
This means that Tondo's cooldown is reduced by 0.6 seconds for each enemy that gains its first stack. To my knowledge, there is no limit to this effect other than how many enemies can fit in the hitbox for the skill, so the cooldown can easily be halved or more if used at the right time.
Bloodlust Rank: B – PvE, C – PvP
Bloodlust shines best in large scale PvP or against large groups of enemies in onePvE Expedition, as hitting too many opponents at once can make the second application too fast. There are more opportunities for this in PvE, so it's more valued there.
However, it suffers a lot in 1v1 mode, both in PvE and PvP, but fortunately Passive And Again covers this flaw very well. Unfortunately, this means that this is a very specific option for most PvE and PvP. I still have to get it to get access to And Again.
And again
Again, Tondo's cooldown is reduced by 25% when hitting a single target, even if the hit is blocked.
Combined with Bloodlust, this would reduce Tondo's cooldown to just 3.9 seconds on first use on a single target. Without Bloodthirst, the cooldown is reduced to 4.5 seconds.
And again Rating: A – PvE and PvP
And again it's the passive skill that helps Tondo perform better in all 1v1 scenarios. Allows you to stack bleeds more reliably against bosses in PvE and stack faster in 1v1 PvP. It really isn't worth using Tondo outside of a specific PvE build, but it's still great for bolstering the skill's niche as a benchmark for a more powerful 1v1 attack.
Since 1v1 scenarios are much more common in PvE and PvE, this passive is ranked slightly higher than Bloodlust despite the similar effect.
correct distance
Proper distance increases Tondo's initial hit damage by 100% if the enemy is at least 4 meters away when hit.
This passive is incredibly specific and almost useless in most scenarios. A distance of four meters means that there is only an area approximately 1 meter wide along the edge of the skill's arc that takes this additional damage. To position yourself perfectly for this, this would be easiest to do with a light roll straight from the target, as the roll will send it the perfect distance.
Correct Distance Rating: C – PvE and PvP
This passive skill is not worth a point in PvP and does nothing to make Tondo a reliable PvP skill. While the extra damage is nice, the more precise placement needed to benefit from it makes it an unreliable advantage at best, as most melee weapons are closer than ranged and ranged weapons. they want to be much further away.
However, if you choose the Flourish and Finish build type in PvE, perfect positioning should allow you to easily attack an enemy while still in range to get that buff. Otherwise it's a quick turn to use Tondo and then get back into position with another throw. However, this is only useful in expedition scenarios like Tondo himself.
bloom and fade
Flourish and Finish are two skills in one. Flourish is a sweeping attack that knocks enemies back and deals 90% weapon damage as a slam on hit. If you press Light Attack during Flourish, it will be followed by Finish. Finish throws you a short distance, dealing 120% weapon damage as a hit and consuming all of Tondo's stacks, dealing 110% of the remaining damage instantly.
With passives that increase the bleed duration to a maximum of 20 seconds, each stack detonated can deal up to around 240% weapon damage. This is because increasing the bleed duration to the maximum increases the total bleed damage to 240% weapon damage over 20 seconds. Detonation still has the same 1.1 multiplier per stack. If all three batteries detonate, they can deal up to 720% weapon damage.
Flourish and Finish has one of the longest cooldowns for Rapier at 20 seconds, but it's also relatively easy to reduce its cooldown with passives.
flourishingand final ranking: C – PvE (S with Tondo), C – PvP (B with Tondo)
This ability makes Tondo viable in any form, especially for PvE. Being able to instantly trigger all of Tondo Bleed's stacked damage can be a very powerful blast option for bosses, making Flourish and Finish a strong choice and highly recommended for bosses.the expedition. Passive and then Ultimate on Blood Tree makes it an incredibly powerful skill.
However, in PvP, reliance on Tondo and a successful completion makes it difficult to perform well. However, if you manage to land Flourish, Finish will almost certainly land. Without configuration, however, this can be a little tricky.
with style
Flair, flourish, and trim add grain, reducing potential for crowd control.
This is the definition of a liability, used to access future liabilities. Claw doesn't stop stuns, but it helps to ignore many things. However, as stuns are one of the most common crowd control effects, this makes the usefulness of this passive questionable.
Flair Rated: B+ - PvE and PvP
If Grit actually resisted stuns, this could be a great passive, as both parts of Flourish and Finish can leave you vulnerable if you miss. This would at least prevent you from getting hit easily with a combo in PvP or with random enemy attacks in PvE.
Pavonearse
Boast restores 20 stamina on a successful finishing move.
The nature of this stamina recovery has limited uses for it, but there are still better stamina recovery effects in the Rapier's kit that devalue this extremely accurate method.
Swagger Rating: C - PvE and PvP
At the rate Stamina regenerates, this isn't really a liability. You will have recovered a similar or greater amount of stamina during the attack. The only justification for this passive is for those who immediately follow it.
Fuel
Fuel reduces the cooldown of Blossom and Finish by 3.5% for each Tondo Bleed damage mark.
This means that each opponent can only grant Bloom and Finish a maximum of 10.5% cooldown reduction per second. This can reduce the ability's cooldown a bit so you can combine it with Tondo more often.
Fuel rating: A+ - PvE, B - PvP
Fuel helps make Bloom and Finish usable more consistently after Tondo in PvE. This passive ability lets you instantly detonate Bleeding Stacks and reset Tondo's Bloodlust in the process. That passive will drop in the process, but while there are other passives, resetting both abilities for frequent use isn't incredibly difficult. However, once it drops after using the finish where it would be most useful, it gets a solid A+. If not for that, it would easily be an S-tier passive in Tondo Build.
In PvP, however, it gets a 2, specifically for the silly potential it has of allowing spam to flourish in large-scale PvP situations. An indent isn't much, but an indent that can be used quite often? This is a bit cheesy when used correctly.
Bloody End (Blood Tree Ultimate)
Bloody End increases Finish's detonation value to 150% of Tondo Bleed's remaining damage, up from the base 110%.
This means that Finish will try in most situationsat least165% weapon damage. Along with passives and a new Tondo app, this means that Finish does 360% weapon damage per stack, or 1080% weapon damage per full detonation of three stacks. Since skill usage is required to trigger this detonation, approach 1000% weapon damage as a flurry.
Final Bloody Rank: S - PvE, A - PvP
This passive only contains the tondo combination with flourish and finish. Flourish and Finish was already strong in PvE, and since it doesn't require the same setup and is more consistent compared to PvP, it scores higher.
Increases damage enough to be worth using in PvP and gives Rapier a very strong burst option that can justify using two abilities. Coupled with crowd control from another weapon or even Riposte, this can be quite difficult to avoid.
exploded
Flurry deals 5 consecutive quick hits, increasing damage with each hit. This ability can be avoided at any point in the animation. Flurry's hits deal 47%, 52%, 57%, 62%, and 83% damage respectively, for a total of 301% damage when all hits are linked.
Since each attack from Flurry counts as a light attack, there's a lot of synergy with perks like Enchanted and Refreshing Move. Quick hits also allow him to trigger some key passives very quickly, giving him great utility and DPS potential.
At 16 seconds, Flurry has a modest cooldown. Thanks to its own passive and others available to the foil, it can be significantly or almost completely reduced.
Burst Rating: S - PvE, A+ - PvP
For anything PvE, Flurry is a must-have in my opinion. It deals insanely high damage and can be fully or almost fully reset with certain passives, making it very spammy. Since some of the passive skills used to reset this skill can affect other skills, it can deal an insane amount of damage, to the point where you need reduced threat buffs to avoid aggro on expeditions.
This ability is just as strong in PvP for the same reasons, but since half of its damage is in the last two hits, it's hard to give it an S. It's very close and can still do a lot of damage if you catch someone. caught by surprise. Since persistent backstabs are less likely in PvP, it also has less cooldown potential.
Overload
Overwhelm increases Flurry's block damage by 25%.
This one is incredibly special, but has enough to make it worthwhile. Against melee weapons that don't have a passive block, you can constantly break them if they try to block this ability.
Overwhelming rating: C+ - PvE, A - PvP
Since few enemies have shields or blocks in PvE, it's pretty weak there. However, if you're fighting these enemies, it's a great way to quickly break through the blockade and open them up for more damage.
Since it almost guarantees a block break in PvP, it's a great counter to anyone trying to block the skill. It's up to his passives to like it or not, which prevents it from being an S.
runaway strikes
Fleeting Strikes causes each hit by Flurry to reduce its cooldown by 7%. This reduces the cooldown by 1.12 seconds for each hit.
This passive skill helps make this skill an awesome DPS and utility monster, or at least part of it. This means that on a single target you reduce the cooldown by at least 35% or 5.6 seconds. Because it can hit multiple targets when positioned correctly, it can have very high uptime.
Volatile Attack Rating: S - PvE and PvP
If you're running Flurry, there's no reason not to get this passive. While not all hits provide this full 35% reduction, even a 14% reduction can have an impact in PvP.
However, in PvE, you are guaranteed a reduction of 35% or more when it comes to Expeditions. Hitting just two enemies gives you a 3 second window where he's down, which again is pretty cool.
to the bone
To the Bone spreads Tondo Bleeds for 1 second per hit. This also increases the duration of your next Tondo Bleed for the same duration.
This allows Flurry to turn Tondo's 12-second bleed into a 17-second bleed in a single use. You can even limit Tondo to 20 seconds with two targets or a second spell.
Core Score: C - PvE (S in Tondo Build), C - PvP
If you don't perform Tondo, Flourish, and Finish with Flurry, this passive skill will be useless. Even with just tondo, there's little to no reason to extend indents when you can update them by the same amount.
However, performing the Tondo Build becomes an incredibly effective way to maximize your bleeds, as well as being an easy way to reset Tondo. It adds so much potential damage to this build that it's not worth skipping.
In PvP this is pointless as you never want to run Flurry in conjunction with the Tondo with Flourish and Finish combo. These skills are already niche for PvP and there are much better options out there. Flurry simply would not reliably provide the utility necessary for PvP to work, as it would only rely on Finalize Landing.
conclude
Finish shakes the fifth and final blow.
This skill basically never pays off. There are some nuances, however, but like Finish, it relies on the setting to be useful.
Final Rank: C – PvE, C+ – PvP
Staggers are rarely useful in PvE. This is also at the end of a 2 second animation and therefore can hardly be used as a reaction. Absolutely not worth mentioning for PvE.
PvP is a little more nuanced as there is potential for it. This potential lies in the ability to root the enemy for at least 3 seconds. Which alone makes Musket reasonably reliable. Root effect needs to be three seconds long to allow enough time for a weapon switch and Flurry's 2 second animation without the ability to dodge. So, in addition to hitting a musket trap, you need to be prepared to immediately move forward. This finishing move must also connect and not block.
Passive Blood Tree
These next passive skills are freely found in the Blood Tree and are not tied to any skills. Some of these passive abilities are pretty good, especially when they can be used frequently.
refreshing blows
Refreshing Strikes reduces all cooldowns by 1% on hit. Maximum 5 reductions per attack.
A 1% cooldown reduction doesn't seem like much until you remember that Flurry exists. This passive combined with Flurry's cooldown reduction means you can reset 40% of your cooldown.
Refreshing Hit Rating: S - PvE, B - PvP
The 1% isn't a huge cooldown reduction, but when combined with Flurry in PvE, it's enough to be a good option, as each use of Flurry becomes a 5% cooldown reduction for itself and other abilities.
As this passive skill relies primarily on Flurry for a series of quick buffs, it is less reliable in PvP. Getting all of Flurry's hits on someone in PvP is already a daunting task without a few setups to complete.
Infallible
Steadfast increases your damage by 5% to enemies with a Rapier Bleed (tondo stack).
Niche for Tondo Build, but decently effective due to explosive potential. Without Tondo, this passive ability is worthless.
Foolproof rating: C - PvE (S with Tondo Build), C - PvP (C+ with Tondo)
Since this relies on Tondo being part of your build, it's very specific and gives a very low rating in most situations. In the PvE Tondo Build, however, it's a welcome damage boost.
For PvP, it's worth using Tondo if you only used Tondo to apply. Making Tondo a long-lasting but weak Empower is actually a good utility. Just not enough to really justify raising this beyond C++.
strong sting
Heavy Puncture allows Heavy Attacks to extend Rapier Bleeds by two seconds on hit. This duration extension also applies to the new Rapier Bleeds app.
This passive ability is To the Bone's less efficient cousin. It's available all the time, unlike Flurry, but it's more targeted as the heavy attacks on Rapier generally have less use outside of PvP, where it's a bit more common.
Heavy Punch Rating: C - PvE, C+ - PvP with Tondo
While it certainly can help fill the void that Flurry is leaving, there's no reason to pile on those responsibilities. There could be potential if Tondo's Bleed could exceed 20 seconds, but even then it's too specific and would only serve as a filler between using Flurry to stack more.
However, in PvP it can be a good alternative if you want to increase the bleeding time without having to rely on Flurry for that. It is still very special as Tondo and/or Flourish and Finish are used in PvP.
Engarde
Engarde increases damage dealt to enemies with more than 50% health remaining by 10%.
This is a beautiful and generally applicable passive voice. Any build can benefit from this, even for PvP. Works well due to the high cap, but gives the Rapier a nice damage boost in the first half of an encounter.
Engarde Rating: A - PvE and PvP
This gets a solid A regardless of the content. The main reason for this is that the limit is large enough to make it less valuable. 50% health is a decent help for later stages of PvE and PvP. It's still a decent damage boost for opening PvP combos, and very useful for bosses in PvE.
rand management
Light Edge increases the damage of the second and third light attack chain strikes by 8%.
Since these attacks are in the middle of the light attack chain, this is a solid damage boost. Since these two medium attacks only deal 66% damage, this passive would increase to around 71%.
Light Edge-Wertung: A – PvE, A+ – PvP
In PvE, this little damage falls by the wayside. It's good from the start, while you have very little reset potential via Flurry, but it goes down with a higher tier weapon. If it were every part of the light attack chain, it would be an easy S for both categories.
However, it's still strong in PvP, where most of its damage can come from light attacks. While it's not exactly S-tier as there aren't always ways to get the second and third hits, the bonus damage is still pretty good.
the tree of mercy
The Mercy Tree provides most of the Rapier's utility and mobility. Grace Tree's three active abilities are Evade, Arrow, and Riposte. So let's cover those skills first, and then we'll cover the passive skills that aren't tied to any skills.
to escape
Dodge performs a quick dodge in the direction you are currently moving. This bypass uses invulnerability frames like a standard Dodge. Light attacks while dodging are executed faster.
This ability alone can make you exceptionally durable, even more so after you level up. A free dodge that can also position you behind a target quickly and easily, with the ability to perform a quick backstab every now and then is pretty cool.
With a cooldown of 12 seconds, this is one of the shortest cooldowns on the Rapier, although it has been nerfed to 6 seconds.
Evasion Rating: A - PvE and PvP
Normally a skill like this wouldn't be worth it for PvE, but this skill is really amazing in PvE. It allows you to fight almost any enemy in the 1v1 game with very little effort. It's a fast dodge with a very short cooldown that only decreases with passives.
The fact that it is an easily available and free dodge, albeit with far fewer invulnerability frames, makes it exceptionally powerful in PvP. The potential of the game with this skill is quite high.
striving
Recovers 20 stamina when you successfully dodge an attack.
This is now a more skill-dependent passive, so it's very unpredictable at times. Thankfully, that passive has also been rebalanced, so it's at the end of Evade's upgrade path rather than the beginning.
Breath rating: C+ - PvE, A - PvP
Since stamina isn't a huge issue in PvE, it significantly reduces the value of this passive skill. That said, the extra stamina to dodge is still useful. The added requirement to dodge a solo attack gives solo play some value.
In PvP, the extra stamina can easily make a difference in how you handle an enemy. Most of the time, being able to dodge or reposition with a throw can be quite powerful. The tighter dodge requirement means this is less "free" than before, but still exceptionally good in the right hands.
Alegre
Dodge grants 20% haste for 3 seconds after dodging an attack.
The change to require an attack to be avoided slightly delayed this passive ability. It's still good, but now that it's not just free roaming, it shows up a lot more in PvP.
Allegro Rank: B - PvE, A - PvP
The requirement to perform an attack makes this less useful in PvE outside of mafia farming. If so, this will allow you to switch between enemies faster or dodge certain attacks more easily.
However, it is still very useful for PvP. Because attacks are launched at you more often compared to PvP where a tank tends to take most of the damage. It can be a great way to briefly relax from a fight, reposition mid-fight, or advance to the next objective when it triggers near the end.
adage
Direct dodge increases the damage of your next light attack by 15%. Effect ends on hit or after 1 second.
Extra damage for a utility-heavy skill? Not strong, but it's a one-hit boost.
Adagio Rating: S - PvE and PvP
There is always bonus damage, this one is especially good, even alone. However, the newest passive to dodge takes it to a whole new level. This also rewards you for skillfully aggressive play rather than defensive play, which is great.
Crescendo
Crescendo causes all Light Attacks to reduce Dodge cooldown by 30%.
Don't underestimate this passive skill, which can turn dodging into an incredibly powerful skill. If you only use two or three light attacks, the dodge is ready again. With this move at the start of Dodge's upgrade path, this will be a passive skill that you'll use every time you cast the skill.
Crescendo Rating: S+ - PvE and PvP
If you plan on using dodge, there's never a reason to get this passive. Allows for more frequent use and longer uptime of Evade's other passive skills. Also, it's always good to dodge more without resistance.
Seta
The arrow propels you 10 yards forward, dealing 145% weapon damage to anything in range.
This ability is a powerful repositioning tool as well as a general mobility tool for the Rapier. So, despite the longer cooldown, it's worth getting into when traveling in the open world.
With a cooldown of 20 seconds, Arrow is one of the longest cooldowns on the Rapier. However, as with most Rapier abilities, this cooldown is usually much shorter by generic passives.
Fleche Rating: A - PvE and PvP (S when fully upgraded)
Fleche is very good at traversing the open world, but it's not just amazing for PvE combat. The extra mobility it offers in the open world makes it well worth taking advantage of, especially since it turns into a great ability after a few buffs.
In PvP, it's incredibly useful for mobility and repositioning. However, once fully upgraded it becomes a damage threat like most other abilities. Being able to shoot a target and knock them off balance, forcing them to quickly turn towards you is pretty cool.
quick fail
When Arrow kills a target, its cooldown is reduced by 80%.
Even when used correctly, this update is a great niche. Ironically, in PvE it's better for traversal than anything else.
Fast Rush Rank: B - PvE and PvP (A in Interrupt PvP)
In PvE, you can use small, skinnable creatures like rabbits and turkeys as quick and easy resets, allowing you to land two arrows in a row or more quickly. That said, the only niche use case it has is for sweeping back and forth a group of enemies in PvE party where you have a tank that gets their attention but still requires quite a bit of timing.
The best usage scenario is very similar in PvP, using it to kill an opponent for a quick reset. Then use the reset to close the gap on another opponent or create more distance to recover if needed. This special case is facilitated by the passive interrupt.
to go back
After casting Arrow, the damage of your next critical strike is increased by 15%. Effect ends on critical or after 5 seconds.
This is another passive skill that rewards aggressive play over defensive play. It also goes very well with Disruption.
Ranking Hinteres: A – PvE, S – PvP
Since PvE opponents can react quickly and turn faster to avoid the backstab, it loses some value there. It's still useful, albeit a little more complicated, in PvE situations, especially in group games.
However, as your opponent is likely to react instantly in PvP, this usually results in a solid damage boost. It only gets better with Interrupt as you can impersonate someone and process that with Interrupt.
interruption
Pressing Light Attack while Arrow interrupts the sprint and performs a quick follow-up attack that deals 115% weapon damage.
This passive ability deals more damage to Arrow, making it a much more threatening ability option. The option to kill him with a quick attack between a light attack and a heavy attack to deal damage is pretty good.
Interrupt Rating: S - PvE and PvP
When using Arrow, always use this passive. It helps significantly when using quick lunge and backside, and packs all the passives into a small package. Specifically for PvP, it makes Backside a really powerful passive skill that can be used quite often.
impulse
Riposte puts you in a defensive position for 1 second. If hit, counters 50% weapon damage and stuns the attacker for 2 seconds. Even after a successful response, you are briefly invulnerable. Using a Carnelian Jewel, Riposte can taunt PvE enemies within 5 meters to make them attack you for 4 seconds.
Reaction is a very situational skill in both PvE and PvP. As it can be used in PvE with a Carnelian gem, it allows you to be something of a dodge tank, giving you a much-needed taunt to draw aggro.
At 18 seconds, Riposte is one of the shortest cooldowns on the Rapier. Unlike most of the Rapier's other abilities, it doesn't have anything that reduces its own cooldown.
Answer Rating: B - PvE, A - PvP
Riposte has very specific uses in PvE, mostly limited to 1v1 battles with elites or other strong enemies. Although he allows Evade Tanking, this is a very unusual strategy and relies heavily on his damage to keep mobs aggressive.
It's a much stronger PvP option, but there are even better options out there. However, it is the Rapier's only difficult crowd control effect. That, along with a stop, makes it very worthwhile.
insult to injury
When Rispote counterattacks, he gains a 10% buff effect for 3 seconds.
This passive skill has been changed to grant a small buff. This helps a little more with a dodge tank style of play. This is also more in line with Rapier's general direction of allowing or encouraging aggressive play.
Damage Offense Rating: A – PvE and PvP
This is a nice bonus in PvE and PvP, giving you a nice damage boost to parry an incoming attack. This also allows you to perform a more powerful attack such as Arrow or Flourish and Finish. Though like other passives that require a counter to hit, it only works against melee targets.
priority
Priority reduces the cooldown of other Rapier abilities by 20% when counterattacking.
This is particularly useful, but limited to melee combat. Anything that triggers a ranged reaction is not in range of the stun. Therefore, its use may be questionable.
Priority order: B - PvE, A - PvP
For PvE, it helps with Evade tanking, although the other skills you'd use already have short cooldowns due to passives. Still a nice bonus, but difficult to use.
However, he is very strong in PvP. While he will likely use the same low cooldown abilities, it is less likely that he needs to take frequent hits to reduce his cooldowns. However, since not all enemies will be in melee range, this is solid.
lasting consequence
The lasting consequence increases the stun duration of a successful reaction to 2.5 seconds.
An extra half second of stun on a melee stun is not worth the passive point. Especially with mobility, Rapier needs to be able to abuse the 2 second stun he has by default very easily.
Lasting Consequence Rating: C – PvE and PvP
The stun is already long enough to benefit from it with practice. The Rapier has enough mobility and mid-range options to reposition and punish Riposte's stun without delay.
Passive Tree of Grace
These next passive skills are found freely in the tree of mercy and are not tied to any skills. Many of them are quite specific, but there are some good ones here that shouldn't be overlooked.
Despair
Despair increases your damage by 10% when you are below 40% resistance.
In theory, that sounds good. However, how quickly stamina regenerates can easily be read as 10% damage for about 2 seconds after stamina is depleted.
Desperation Rating: C – PvE, C+ PvP
In PvE, this is basically useless outside of the Tondo Build. But any construction involving the tree of mercy nullifies any possible use for it. While it may still be limited, it is still useful for Evade Tanking.
In PvP, it's very special. Dodging allows you to drain your stamina on purpose and still dodge when necessary. You can then use your stamina by rolling into the enemy and then use the window for a more powerful jab. That's your only good use case.
controlled breathing
Controlled Breath restores 3 stamina on each hit.
Resistance is useful for both situations where you are a monster or an opposing player. This usually allows you to block a few hits and go on the offensive to recover some energy.
Controlled Breath Rating: B - PvE and PvP
With the dodge cooldown nerfs, that extra stamina can give you the edge you need as a tank to dodge in PvE. While it's not a lot of stamina recovery, it can usually help you maintain enough stamina to avoid attacks you can easily dodge.
For PvP, this is a little stronger, as it allows you to maintain stamina much easier, even with frequent dodges.
red curtains
Red Curtains reduces all critical strike cooldowns by 5%.
I won't underestimate how powerful this passive ability is for group PvE content. The constant access to backstabs causes this to trigger freely. Combined with Flurry, it's a quick cooldown reduction of 30% or more.
Red Curtain Rating: A - PvE (S in party play), B - PvP
This passive ability is strong even when not in a group, but is harder to reliably activate outside of Arrow and Dodge. In a match, however, there's no reason not to perform it. It is by far one of the best passive Rapier for expeditions.
In PvP he tends to suffer from a lack of consistent backstabs, but is still potent as some players are slower to react to repositioning than the AI normally does. While it relies entirely on Evade and Fleche to trigger it, you'll be lucky if you get a big reset with a whole barrage of backstabs.
Perfectionist
Perfectionist increases your damage by 10% at full health.
You really have to live up to the name of this liability to benefit from it for the long haul. Full health is a very high requirement outside of PvE group content where a healer can upgrade you if you get hit.
Perfectionist Rating: B - PvE (S in groups), C - PvP
While it's difficult to maintain solo play, it's difficult in groups not to be at full health most of the time when tapped correctly. It would only rely heavily on the Leeching Flurry perk.
There are so many things in PvP that can completely drain your health. Even a DoT can prevent you from using this passive for an extended period of time. While you can use Leech Rain to get back there, it won't heal enough to mitigate even a single hit from most weapons unless you're doing very high damage.
speed
Quickness causes hits to grant a 3% haste bonus. This is limited to 5 stacks, for a maximum of 15% haste.
This pairs well with Flurry, who can stack it up quickly while using attacks to maintain stacks. It's great for repositioning in combat if you hold it, even if you don't reach max stacks.
Speed Rating: C - PvE, B - PvP
In PvE, there is little need for additional repositioning. It's a very short haste effect that can only be used effectively after Flurry. There's a good chance that if you're within range to use Flurry safely, there's no reason to change your position after use.
It's a slightly more useful passive skill for PvP, as even a little rushing can help you reposition. Repositioning is most important in PvP, but haste stacks can be difficult to maintain properly.
Impulso (Grace Ultimate)
Momentum Increases the damage of your next Light or Heavy Attack by 30% after using an ability. This effect ends on hit or expires after 3 seconds.
Pairing this ultimate with dodge or tondo can result in very high damage output in a very short amount of time. While Evade can't sue it as often as it used to, it's still a solid combo as it has the lowest cooldown on Grace Tree.
Boost Rating: S - PvE e PvP
Combining that ultimate with low cooldown abilities and Flurry's incredible reset potential allows you to deal a ton of damage very quickly. The damage this does is very strong, making it the best ending if you're not running Tondo Build.
Foil skill skills
These perks can be found on armor and weapons. Perks modify skills beyond passives and can give them additional utility. They are usually better placed on armor, as weapons have access to better perks overall.
It's worth noting that these perks also increase with Gear Score, so they're weak early on but good later in the game. Value range shown applies to Gearscore 100-625
flor mortal
Deadly Bloom increases Bloom's damage against targets below 50% health. On weapons, this perk grants 24-39% more damage. In armor, this perk grants 10-25% more damage.
While this grants a nice damage boost, it only affects Flourish and not Finish. Finish is the big damage burst and accounts for most of Tondo's build damage, while Flourish accounts for a very small portion. It may happen to have its uses in PvP, but it's not great.
Energizing Bloom Rating: C – PvE, C+ PvP
This just boosts the weakest part of Flourish and Finish, which does nothing for your PvE damage. However, it does allow for the ability to do a bit more damage without Tondo in PvP, but honestly you'd be better off with another skill that doesn't require a buff.
getting sharp
Keen Tondo increases crit chance against targets with Tondo's bleeds. On weapons, this effect increases critical strike chance by 11-21%. On armor, this effect is only 2-12%
This is a very good buff for general use. It may not be the best, but it has its advantages.
Keen Tondo Rating: A - PvE and PvP
In PvE, it helps trigger Red Curtains more reliably when playing solo. Which helps to somewhat correct a major weakness of Tondo Build for solo play. It's by no means a perfect or reliable solution, but it helps. I wouldn't recommend it until Gear scores are even higher.
In PvP it adds a bit of utility to Tondo which can make Tondo decently usable for PvP. Again, not a great solution as there are other perks that make this easier and tondo free, but if you want to stack crit on a build it helps enough to justify its use with higher gear scores.
rash of leeches
Leeching Flurry returns a portion of the damage Flurry does as health. On weapons, this perk heals 28-47% of damage dealt. While in armor, heals 10-29% of damage dealt.
As Flurry is strong and quite spammy in most cases, especially in PvE, this is a very valuable advantage. Health recovery also makes him very good in PvP.
Leech Burst Rating: S - PvE and PvP
In PvE, this makes solo play much easier. He has a good buff to help him keep Perfectionist so that bonus damage becomes easier. It's pretty useless in groups, as a healer will be more effective. It can still be useful; like Evade Tank, which allows you to absorb more damage more easily.
In PvP, any amount of health recovery can turn the tide of a fight. However, since fFurry isn't a one-time hit and will likely have to fight against Fortify and similar effects, it won't be as strong in PvP, but it'll still be pretty good.
omnidirectional dodge
Omnidirectional dodge increases your damage for 2 seconds after using dodge and allows you to apply the Dodge Adagio perk regardless of direction. On weapons, you take 9.6-19% more damage for 2 seconds. While in armor, this bonus increases damage by 1-10% for 2 seconds.
Since that's a lot of bonus damage on a skill that you can use a lot in most scenarios, it's a huge benefit. This also makes Adagio a much more powerful upgrade and therefore highly recommended for PvP.
Omnidirectional Evasion Rating: S - PvE and PvP
If you're running Evade, it's always worth picking up. Being able to dodge to the side or even retreat quickly and still get the 15% damage boost from Adagio is pretty cool. Now that there are damage bonuses, it's even harder to deny.
update arrow
Refresh Arrow causes a landing (or Interrupt) Arrow like Backstab to reduce the Arrow's cooldown. On the weapon, arrow reload time is reduced by 19-33%. On armor, this perk only reduces the cooldown by 5-19%.
This one is a little more niche, but it helps the skill get stronger, giving it a slightly more reliable cooldown reduction method.
Refreshing Arrow Wertung: B – PvE, A – PvP
It's a bit weaker in PvE, except when used as an opening. Otherwise, it's harder to sneak up unprepared. However, if you're lucky enough to stab small prey like a rabbit in the back while using it to reset the arrow, that's a further reduction. At the equipment's maximum score, this would instantly reset the combo ability with Quick Lung.
In PvP, it can be difficult to get 1v1 backstabs with Arrow, but this rewards you for getting them. If you manage to hit both Arrow and Interrupt as a backstab, more than half of the cooldown is refunded.
touching answer
Riposte Sundering inflicts Rend when you cast Riposte's Counter. On weapons, this causes 14-24% tearing over 10 seconds. On armor, this does 5-15% Rend over 10 seconds.
This gives Riposte a little more utility than it would otherwise lack. Rend can be effective in both PvE and PvP.
Rupture Aftershock Rating: B - PvE, A - PvP
As the skill isn't used often in PvE, aside from attempts to build an Evasive Tank, it's difficult to rank that high, although Breakthrough does improve overall DPS. As a tank, this can help your party do more damage. However, it probably won't get much use.
In PvP, this can help offset Fortify's effects while punishing the follower with an absolutely deadly Risposte Stun. In fact, it's one of the strongest Rend effects out there.
rapier builds
These builds focus specifically on the Rapier and do not consider other weapons. Using other weapons can allow for advanced combos and other unique combinations.
Flexible leveling (13-19 points)
This is a general tree that is great for leveling up as it is flexible and works for both PvE and PvP content. focused withto escape,
burst and
Arrow.
This skill combination is very flexible and changes the order of upgrades. It is worth noting that howdodge and
Flurry is its main damage and benefit,
Fleche tends to be a lower priority when it comes to his upgrades. Arrow is only used as mobility until endpoints are needed for collection
impulses
If you focus on PvE content, your first three points will give you all three abilities. After that, take the two additional passivesexploded,
Red curtains, so Max
dodge followed by
Arrow. You finally grab it
last push.
However, PvP takes a different approach. Once you get all three skills, the main change is maxing outDivert first. Evasion is a better overall PvP skill. so you max
arrow and grab
Red curtains. This allows you to take
Increase much earlier. Then you put points on Flurry.
We stopFlurry in two updates because
Fleeting Strikes is the passive skill we're most concerned about. To the Bone and Finalize offer little for this setup. Although in the max version shown below, Finish can be an option for both endpoints for the PvP side of things.
The key photo to prioritize after using the leveling commands above isCooling hits (top left passive next to Tondo). This gives you more reliable cooldown reduction compared to
Red Curtains But Red Curtains is the best passive skill to grab when leveling up to gain momentum. you can delay
Hurry up for a weapon level if you want to get it early too.
AfterI would catch refreshing hits
Light Edge (bottom passive next to Flurry), followed by
Engarde (next to Flurry). For endpoints, they
perfectionist and
despair on the tree of grace. If you focus on PvP,
controlled breathing and
Speed might be a better option.
Skill, Use, and Rotation Perks
This build is pretty straightforward, with no complex or complicated abilities or twists to maximize damage.
around PvE,dodge and
Flurry should only be used off cooldown. Dodge to reposition for Flurry and try to land as many backstabs as you can. In group play, they would be used in reverse order to reduce Flurry's cooldown.
The arrow can also be used off cooldown. If you're alone, aim at a target with Arrow and get stabbed from behind with Interrupt before continuing.
dodge and
spam barrage. In groups, the ideal is to shoot the enemy's back, but not through him, and both parties end up backstabbing.
However, in PvP, usage is very similarDodge should be used more tactically. Mindlessly spamming just makes you predictable. Evade is simply the best iframe you have, so using it correctly is important. However, since it can be spammy, try to use it often to abuse Momentum, avoiding key skills and trying to backstab.
burst and
Flannels are still used in more or less the same way, you just have to be careful when you use them.
for servicesexplosion of leeches and
Omnidirectional dodge is a great choice for armor perks, be it PvE or PvP. You can also choose Upgrade as another good general armor option.
For the gun perks you've always wantedPleased as it boosts basic attacks and deals both
burst and
Divert more. in PvE,
villain and
Vicious does a powerful combo to increase his backstab damage. In PvP, Keen and
Keenly Empowered offers a decent damage boost.
excited and
Refreshing Move can be a good option for consistent damage.
The best gems you can use for the foil are emeralds or jasper. Emeralds will be the most consistent choice for PvE as it's easier to hit the damage cap. Jaspers are more effective for PvP as you are more likely to take damage. When upgrading to a Runeglass gem, Smite tends to be the best upgrade option. Leech or Energize can be decent substitutes, but they are more situational.
For spells, there are mainly defensive ones. Slash Protection and Fortified Recovery are a good set of general coverage buffs to reduce most incoming damage. Health and Divinity is a powerful combo for PvE, increasing your max health and healing received; while Fortified Recovery is still a solid option here as well.
For Earrings, Regen is a very strong option overall, giving you good passive health regeneration. Loved and Evasive can be great for reducing the chance of accidentally generating aggression.
Impulse damage is always a good option for rings, thanks to the damage they do. Leeches can be a good way to maximize your health. Keen Awareness is great for solo PvE and even PvP.
Tondo Building (19 points)
This skill build is all about the Blood Tree. It is heavily PvE oriented and works best in Expeditions. Strongly focused on creatingTondo bleeds and supports
Finish the detonation to deal heavy damage with Flurry to make them faster.
This skill set has ridiculous synergies and can do insanely high single target damage, but thanks to all those skill splits it also does decent area damage. The skill leveling order is pretty static and can be tweaked at will if you want to hit a specific speed that works best for you.
To level up, the standard way is to first get all three skills. so i would do thatSo Tondo is updating
Fast updates followed by
Finish updates and prosper. you can delay
Down to the bone until after collection
Bloody End, as they both increase your damage significantly, but To the Bone is more single-target focused. At this point you are level 13 and only have passives left to pick up.
You want to get Refreshing Strikes first so go to Grace Tree to get downRed curtains. After that,
Infallible,
clear edge and
Engarde must be taken in this order. These last three can be taken in any order, but are taken first in the broadest pulse coverage. Outside of
Tondo should always be the opener, the bleed should be on whatever you hit.
To combinerefreshing hits and
Red Curtains makes it complete
Flurry Backstabs reduce cooldown by 35%. This rises to 40% with the
Refreshing pleasure from movement.
Skill, Use, and Rotation Perks
Unlike the previous leveling build, this one actually has pretty fixed skill rotations. He still heavily utilizes off-cooldown abilities, but hisUsing flourish and finishing depends on what you get right.
For PvE your whole goal is to get 2-3Tondo stacks on an enemy, bursting them at or near maximum duration
Flourish and that's it. Your skill rotations would look like this:
short van
tondo
exploded
tondo
bloom and fade
- Attack until Tondo gets up.
repeat
Tondo to apply Bleed, then use
Flurry to reset it and apply a second stack with a second Tondo. Immediately with detonation
Flourish and that's it. To load
Flurry and attacks until Tondo is back. Repeat sequence.
This weaker combo is aimed at individual enemies. It's a slower combo unless you have a friend to help, as you don't reliably trigger red curtains even with buffs. However, thanks to Tondo's short cooldown, it's very easy to get rid of two stacks of Tondo quickly.
fast bullying
tondo
exploded
- attack
Tondo is above (the second
Flurry when initial usage is fully reset)
bloom and fade
repeat
Tondo, hit as many enemies as possible. To load
explode to go
Getting cold. Use attacks or a second
Flurry to end Tondo's cooldown. Reposition and stop the bleeding
Flourish and that's it. Use attacks upwards
Tondo is back and the pattern starts again.
This rotation is only for weaker enemies as one explosion can usually do significant damage and with build time is usually enough to take out weaker mobs with party help. you hire twoTondo repeatedly stacks and detonates, ending up with fairly constant damage output.
This can also be used for a single purpose if you want to fulfill it. It's designed to fit neatly into itself, with a few strokes for padding where needed.
Max Burst (Expeditionsleiter)
tondo
- bloom alone
exploded
light attack(s)
tondo
exploded
light attack(s)
tondo
bloom and fade
repeat
Slam into target, immediately followed by
flourishing. To load
Burst to reduce cooldowns and resupply with attacks
Tony is back. Use Tondo again immediately followed by
Exploded. Use attacks upwards
Tondo goes up again. use immediately
Bloom and Finish to turn on the timer
Tondo stacks as high as possible (should last longer than 18 seconds) to deal maximum damage.
This build uses more regular attacks and looks for the big bangs. It takes advantage of the fact that you canFlourish without using Finisher and deal additional damage while standing. This rotation really works for expedition bosses or mid/mini bosses, as most other enemies will die during setup.
For advantages, this build uses some more specific options as it depends a lot on the wait time. That said, you always wantrefreshing and
Keen Tondo in his armor. Keen Tondo increases the chances of using the short combo effectively in the open world. The update also does this by reducing cooldowns.
For weapon perks, this build will always wantinvigorating train. for PvE,
die blushing
Vicious does the most damage while running
Keen, along with Rogue, can also make Short Combo more reliable and faster, maximizing damage. For PvP, Keen and Vicious would be entry points.
Since this is a PvE oriented build, diamonds are the most consistent damage bonus. Emeralds also work well combined with this build's explosive potential. When you upgrade to Runeglass, you definitely want to punish yourself for the extra damage.
For spells, there are mainly defensive ones. Slash Protection and Fortified Recovery are a good set of general coverage buffs to reduce most incoming damage. Health and Divinity is a powerful combo for PvE, increasing your max health and healing received; while Fortified Recovery is still a solid option here as well.
For Earrings, Regen is a very strong option overall, giving you good passive health regeneration. Loved and Evasive can be great for reducing the chance of accidentally generating aggression.
Impulse damage is always a good option for rings, thanks to the damage they do. Leeches can be a good way to maximize your health. Keen Awareness is great for solo PvE and even PvP.
Evasive Armor (19 points)
This is a very experimental build that focuses on being a durable tank rather than doing direct damage. They'll still deal good damage, but nothing super awesome. This setup can also be decent for open world PvP. It has the only ability that the other two example builds lack,Impulse. Along with Riposte are
Dodge e Flurry.
Overall, this is going to be a pretty weird skill set, but there's a bit of synergy to how it all works.
To level up, start by picking up all three skills as usual. After that, an update is recommended.burst, cancel
Fleeting hits before nodes on Grace for consistent early damage. After Flurry is
ignore updates,
for response updates and other responsibilities
Pulse. At this point, the rapier is at level 15.
after gettingMomentum, head back to the Blood Tree to pick up the remaining passives, starting with the three face-up. Refreshing Strikes is an obvious choice, we need the cooldown reduction for this to work.
socket and
Light Edge serves to increase damage output, which is very necessary. finally we get together
Ends as appropriate. To the Bone and Finalize are interchangeable
speed and
Perfectionist if you will, but that leaves you with one less volume control option for small packs.
refreshing hits and
The red curtains still carry that build and make things more believable.
Despair is an odd choice here, but since you're playing the role of a tank, you can block small enemies to reach the limit. you can change
Perfectionist, but will likely be even more difficult to use.
Skill, Use, and Rotation Perks
Each skill has an intended use and purpose. The whole concept of doing this work is based on trying to ensure that at all timesRiposte is used, it will be reactivated as soon as possible. answer and
Evasion is used to mitigate as much damage as possible.
Flurry is used during cooldown to maintain aggression.
Riposte should primarily be used to block hits on bosses or elites. Since it fully mitigates damage, you want to block as much as possible. It might not stun her, or if it does, it won't last long. The secondary objective is to keep uptime on Rend from
Heartbreaking replica.
Evasion is almost always used backwards or to the side to keep the boss as still as possible, timed to avoid damage. This allows your DPS to get consistent backstabs and generally allows them to do more damage. Therefore, Evade cannot spam bosses freely unless there is no risk of being dropped, the best option being to retreat.
Its constant damage rotation consists of attacks and useExploded. Flurry needs to be properly spaced between the boss's attacks so you don't have to interrupt him and get maximum damage from him.
for servicesrefreshing and
Refreshing Ward are essential perks of general armor. You'll want to get it too
outbreak of leeches,
Bruchreplik u
Omnidirectional dodge even with armor.
old quarter,
Angry Earth Wing and
Corruption Ward is also great for gathering.
for your gunKeen and Refreshing Move are a must. Keen helps make red curtains more consistent. Refreshing Move helps reduce cooldowns. Honestly, the last slot must be one of the perks of the chain element. Chain perks help you keep aggression in groups without the need for hate.
Since Carnelian Gems are designed for tanking, they are preferable for PvE. In PvP situations, Emeralds are probably the best option.
For spells, there are mainly defensive ones. Slash Protection and Fortified Recovery are a good set of general coverage buffs to reduce most incoming damage. Health and Divinity is a powerful combo for PvE, increasing your max health and healing received; while Fortified Recovery is still a solid option here as well.
For Earrings, Regen is a very strong option overall, giving you good passive health regeneration. Scorned can help you get aggressive more easily in PvE, which is a useful perk. Purifying Toast can be a good option, especially when combined with Refreshing Toast to get rid of debuffs.
For rings, Keen Awareness or Thrust Damage are always good options due to the damage they do. Leeches can be a good way to maximize your health.
Rapier Weapon Pairings
Rapier scales primarily with Dexterity, using Intelligence as a secondary stat. This makes it pair well with some melee weapons like the longsword or spear, and it's a decent match with most ranged and magic weapons.
The top 3 weapons I recommend pairing with the Rapier are the Greatsword, Bow, and Ice Gauntlet.
long sword
The greatsword serves as a powerful option to increase your attack, defense, or both. Greatswords can be a great backup tool when playing as the Evade Tank. It's a much more defense-oriented weapon, but can act as a burst damage option if DPS is your style.
For more information about Greatsword, visit ourGreatsword Guide and Best Builds. This will help you plan a solid build should you decide to use this pairing.
Ver
The bow is a phenomenal ranged DPS tool for those fights where you just can't get close. It also offers a lot of slows and DoTs to deal damage, even when it's not the active weapon. Combine that with the Rapier's flexibility to be offensive or defensive and it's a strong pairing overall.
You can find more information about the arch in ourBowmanship e melhores builds. This will help you plan a solid build should you decide to use this pairing.
ice glove
Ice Gauntlet is a slightly weaker pairing, but it can provide a lot of the crowd control Rapier needs to be successful. Among the Slows, Roots and DoT offers; The Ice Gauntlet is a very functional combination for the Rapier. Throw in a Frozen Aquamarine Runejar and you'll definitely be dealing incredible damage without needing a lot of Dex.
For more information on the Ice Gauntlet, check out ourIce gauntlet guide and best builds. This will help you plan a solid build should you decide to use this pairing.
Other pairings
This section aims to share any future build guides made using Rapier.
The Elemental Assassin build does a great job of combining the incredible close-range strengths of the Blunderbuss with the Rapier. You can check out more details by reading ourBlunderbuss and Rapier "Elemental Assassin" Building Guide, which deals extensively with this binomial.
That's the end of this very detailed guide to Rapier in the New World. We hope you've learned everything you need to know about this weapon, its uses, abilities, perks, builds, combos, and skill rotations.The symbols used in this manual are fromnewworldfans.comdata base.
Patch note changes
This thread will help you keep track of what has changed with patches for this weapon, as the AGS keeps the game going for an extended period.
Update 1.1 “Into the Void”
- Fixed an issue where Tondo, Flourish and Fleche would start cooldown 1 frame before the hitbox spawned. This caused the skills to cool down if the attack was interrupted early, even if it didn't hit.
- exploded
- Flurry's targeting has been improved to fix an issue where follow-up attacks would often miss or be difficult to hit.
- Crushing: Fixed an issue where this buff was incorrectly dealing resistance damage instead of just blocking damage.
- tondo
- Cooldown reduced to 6 seconds from 11 seconds.
- Again, we fixed an issue that caused this update to only work on block targets.
- impulse
- Cooldown reduced from 20 to 12 seconds.
- Increased base stun duration from 1.5 seconds to 2 seconds.
- Permanent Consequence: Increased stun duration from 2 to 2.5 seconds
- Passive
- Boost: Bonus damage increased from 25% to 30%.
- Haste: Fixed an issue where this passive ability was granting haste from bleed damage instead of actual weapon hits.
You can find the full patch notes forNew World Update 1.1 “Into the Void”in ourNew World PatchesFile.
Update 1.2 „Winter Convergence Festival“
- Tondo: Fixed a typo in the description.
- Arrow: Updated the way this ability interacts with gravity to prevent it from being used to traverse steep inclines.
- Heavy Attack: Cooldown slightly reduced.
- Haste: Fixed an issue where the haste granted by this passive skill would be applied for a shorter duration each time it was used.
Update 1.3 "Expeditionsmutatoren"
- Updated Rapier Tondo and Bow Barbed Arrows Arrows Rain ability upgrade tooltip to show damage per second instead of total damage for damage over time effects.
Update 1.4 "Heart of Madness"
- Tondo: Fixed an issue where using dodge to cancel Tondo could result in dealing damage without showing the VFX.
- Flurry: Fixed an issue where this ability could not be canceled with Arrow.
- Arrow: This skill now ends prematurely when passing through deep water.
- Impulse: Fixed an issue where the visual effects of this passive skill persisted even after sheathing or changing the rapier.
Update 1.5 "Arenas"
- Tondo: Bleed damage increased from 7% to 10% weapon damage per tick.
- Reaction: Fixed an issue where Reaction could be triggered by abilities of players who had AoE taunts active.
- Responsive: Fixed an animation out of sync that triggered when Reponsive was hit.
Update 1.6 "Sommer Medleyfaire"
- Fixed an issue that caused the reaction taunt duration to not match the skill description of 4 seconds.
- Updated the targeting of the Rapier's Bloom and Finish attacks to better match the ability's hit areas.
- Flurry's base resistance has been reduced by 25-75% depending on her attack.
- Previously, resistance damage was increased with each flurry attack.
- Rapier's base resistance damage based on weapon level has been reduced from a range of 26-32 to a range of 22-28.
- Energizing Bloom: Renamed Deadly Bloom. Now deals more damage against targets below 50%:
- On Armor: 10% to 25% based on gear score.
- On Weapon: 10% to 39% based on gear score.
- Omnidirectional Dodge: Now deals bonus damage after using Evade:
- On Armor: 1% to 10% based on gear score.
- On weapon: 1% to 19% based on gear score.
- Keen Tondo - Now increased critical chance while in a Rapier:
- On Armor: 2% to 12% based on gear score.
- On weapon: 2% to 21% based on gear score.
- Rending Riposte: Now has more Rend on a Rapier:
- On Armor: 5% to 15% based on gear score.
- On weapon: 5% to 24% based on gear score.
- Leech Burst: Now has more lifesteal on a Rapier:
- On Armor: 10% to 29% based on gear score.
- On weapon: 10% to 47% based on gear score.
- Refreshing Arrow: Now has an increased cooldown on a rapier:
- On Armor: 5% to 19% based on gear score.
- On weapon: 5% to 33% based on gear score.
Update 1.7 "Brimstone Sands"
- Allegro and Inhale no longer activate immediately after activating the ability. They now only trigger when successfully dodging an attack.
- Impulse:
- Added additional cooldown to counterattack and cancel animations.
- Slightly reduced invulnerability window at the end of the counterattack.
- Reduced the size of the counterattack box to reduce the chance of hitting multiple targets.
- Greater counter-aim to be more likely to only hit a single target.
- Updated ranged weapon sounds for Rapier Fleche based on player feedback.
- Insult to Wound: On successful reaction, you gain power and increase damage by 10% for 3 seconds. You will no longer be interrupted.
- Tondo and Flourish now use Slash damage instead of Bump damage
You can find the full patch notes forNew World Update 1.7 “Brimstone Sands”in ourNew World PatchesFile.
Update 1.8 "Winter Convergence Festival 2022"
No significant changes were made in this update.
You can find the full patch notes forNew World Update 1.8 “Winter Convergence Festival 2022”in ourNew World PatchesFile.
Here at VULKK.com we have a lot of useful stuffLeaders of the New Worldand more and more are being released regularly. We also cover all the news and updates to keep you in the loop.whole new world!
Detailed guides to new world weapons and better builds
Each of the guides below is dedicated to one of the weapons available in New World and dives deep, from the initial overview of each individual skill and passive to the best builds to use when leveling up or in EndGame.
SWORD and SHIELD New Guide to World Weapons and Best Builds
Would you like to learn how to slash and slash your enemies in the New World? This guide is an in-depth look at all things sword and shield in the Amazon MMO!
New World Guide to HATCHET Weapons and Best Builds
Would you like to learn how to smash your enemies to pieces in the New World? This guide is an in-depth look at everything hatchet related in the Amazon MMO!
New World FIRE STAFF weapons and best buildings guide
Would you like to learn how to turn your enemies to smoldering ashes in the New World? This guide is an in-depth look at everything related to firearms.
New World Guide to WAR HAMMER Weapons and Best Builds
Would you like to learn how to skillfully hit your enemies in the New World? This guide is an in-depth look at everything related to War Hammer in the Amazon MMO!
New World LIFE STAFF weapons and best buildings guide
Would you like to learn how to harness the power of light in the New World? This guide is an in-depth look at all things Life Staff in the Amazon MMORPG!
New World GREAT AX Weapons Guide e Best Builds
Would you like to learn how to split your enemies in two in New World? This guide is an in-depth look at all things Great Ax on the Amazon MMORPG!
Guide to new world SPEAR weapons and better builds
Would you like to learn how to perfectly pierce your enemies in the New World? This guide is a deep dive into everything related to Spear in the Amazon MMO!
New World ICE GUNTLET weapons and best builds guide
Would you like to learn how to freeze your enemies in the New World? This guide is an in-depth look at everything related to the Ice Gauntlet in the Amazon MMO!
New World Guide to MOSKET Weapons and Best Builds
New world guide of BOW weapons and best builds
Would you like to learn how to pierce your targets with arrows in the New World? This guide is an in-depth look at everything related to BOW in the Amazon MMORPG!