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Finishing move that causes damage over time. Damage increases per combo point and by your Attack Power.
Serves to clear all combo points and inflict a strong Damage Over Time on the target.
Details
- Form: [Cat Form]
- Casting Time: Instant
- Cost: 30 Energy
- School: Feral
- Target: Single Target
- Range: 5 yards
- Duration: N/A
- Cooldown: N/A
Rank Table
Pre-1.12
Prior to version 1.12, Attack Power did not factor into the damage of a Rip. Template:GenericHeader Template:GenericRow1 Template:GenericRow2 Template:GenericRow1 Template:GenericRow2 Template:GenericRow1 Template:GenericRow2 |}
1.12 and following
Starting in version 1.12, Attack Power adds into the damage caused by a Rip. To balance this new addition, the base damage has been reduced: Template:GenericHeader Template:GenericRow1 Template:GenericRow2 Template:GenericRow1 Template:GenericRow2 Template:GenericRow1 Template:GenericRow2 Template:GenericRow1 |}
Rank 7: Damage = Attack Power * 0,24 + 1092
Enhancing Talents
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Notes
- The target must have at least one combo point on them in order to be able to use this ability.
- As described by the tooltip, rip damage is affected by attack power per combo point. Empirical data from player Staralfur is that patch 2.0 is calculated by;
- Rip(5) 942 + .24*AP
Rip(4) 774 + .24*AP
Rip(3) 606 + .18*AP
Rip(2) 438 + .12*AP
Rip(1) 270 + .06*AP
Tips and Tactics
- This is a great "finishing move" for the harder enemies that are only half dead when you get 5 combo points on them.
- This is considered a bleed effect. All Mechanical, most Elementals and some Undead enemies will be immune.
- Bleed effect damage is not reduced by armor.
- Rip gains a 30% bonus to damage if Mangle is on the target
See also:Druid Tactics
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