Blade Dancers are masters of wielding edged weapons. They specialize in ritualized combat movements that are lightning fast. Blade Dancers can overwhelm even an accomplished opponent’s defenses, setting them up for a devastating coup de grace.
Lithe and agile, a Blade Dancer cherishes unimpeded movement over heavier protection, so they wear only light armors (such as leather) into combat. Extremely competent and aware, a Blade Dancer’s weapons tend to be the only defensive protection they need. Unfortunately for their enemies, these blades aren’t just used for defense, but offense as well.
The Blade Dancer’s mastery of edged weapons allows them to unleash devastating close combat attacks in quick succession. Their honed skills and supernatural agility allow them to avoid incoming attacks for short periods of time and launch lethal sneak attacks on the unwary.
Once a Blade Dancer’s fury is spent, their light armor offers scant protection. They must quickly overcome their opponent’s defenses or face defeat themselves.
The first Blade Dancer was an Elven buccaneer by the name of Estrael, who became legend after defending a High Elf village from an Abyssal raid for ten days straight. She had no links to the village, being one of a larcenous crew of pirates who sailed up and down the coast, taking advantage of the chaos that ruled the Age of Dragons.
When a storm caught up Estrael’s ship and dashed it against the cliffs of Moonshade Highlands, her battered body washed ashore with the wreckage. A young Elf woman named Loalai found Estrael, took the buccaneer in and nursed her back to health. Such kindness was rare on the high seas, and Estrael was touched.
One morning, a dank fog descended on Loalai’s village, and deep ones and cephalons swarmed from the mists to drag the fisher-folk screaming into the sea. Before the monsters could escape, Estrael rushed the beachhead, flashing twin scimitars and eyes as gray and cold as steel.
All fluid nimbleness and vicious grace, Estrael’s unique fighting style frustrated and dazzled the monsters, stalling the destruction of the village. She met enemy attacks with parry and riposte, channeling the force of their onslaught into deadly strokes of her own. They came at her as a gibbering mass, but Estrael’s blades became a whirlwind of gleaming metal. For ten days, the Blade Dancer held the forces of Akylios, until a High Elf war-band arrived and drove them back into the sea.
But the war-band’s captain recognized Estrael as a wanted woman. As he stepped forward to shackle her, the villagers rushed to shield their protector. “I deserve this,” Estrael said as she pushed the fisher-folk away. Loalai alone accompanied them, to make Estrael’s case before the elders.
Out of respect for her courage and prowess, Estrael’s captors let her train Loalai during the long march back to the Elven capital. Nightly they practiced, and a crowd of spectators gathered at every town. Soon, many female soldiers had joined in the drills.
One morning, Estrael’s bindings lay limp and frayed beside the tree she had been bound to the night before, while Loalai and a score of female guards were nowhere to be found. Estrael was never caught, but the Elves still sing of a ship full of impossibly swift woman warriors thwarting the riftborn on Telara’s coasts and high seas.
|Combat Expertise||Increases your Hit chance by (1/2/3/4/5)%.|
|Quick Reflexes||Increases your Dodge chance by (1/2/3/4/5)%|
|Strike Back||You have a (50/100)% chance to strike back at your enemy with both weapons when you dodge an attack.|
|Reprisal||A powerful attack that deals weapon plus 19 to 22 Physical damage. This attack never misses, and cannot be parried or dodged. Usable after parrying or dodging an enemy’s attack. This ability is not affected by the global cooldown. Awards 1 Combo Point. Cooldown: 6 seconds.|
|Improved Quick Strike||Your Quick Strike increases the damage of your next Keen Strike by (5/10)%|
|Deadly Dance||Your Deadly Strike increases the damage of your next 2 Keen Strike, Quick Strike or Precision Strike by (2/?/?)% per Combo Point.|
|Ambidextrous||Increases your Dexterity by (3/6/9/12/15)%.|
|Blade Finesse||Reduces the Energy cost of your Keen Strike, Quick Strike, Precision Strike and Twin Strike by (1/2/3/4/5).|
|Sprint||Preforms a Rhythmic footwork that increases movement speed by 70% for 15 seconds. This causes the Rogue to be exhausted for 30 seconds. Cooldown: 2 minutes.|
|Blade Tempo||The Rogue brandishes their blades with a Rhythm, increasing Physical damage done by 30% for 15 seconds. This causes the Rogue to be exhausted for 30 seconds. Cooldown: 2 minutes.|
|Combat Efficiency||All your melee attacks have a (10/20/30/40/50)% chance to recover 3 Energy.|
|Combat Culmination||Whenever your current Combo Point target is killed, unused Combo Points are refunded at 5 per Combo Point and your Critical Hit, Hit, Dodge and Parry are increased by (1/2/3)% for 30 seconds.|
|Counterblade||Reduces the exhaustion time caused by Rhythmic abilities by 10 seconds.|
|Contra Tempo||Whenever you parry or dodge an attack, there is a (50/100)% chance of gaining an advantage, causing your next Keen Strike, Quick Strike or Precision Strike to gain an additional Combo Point on your enemy.|
|Flash of Steel||The Rogue charges towards the enemy, dealing weapon plus 34 to 37 Physical damage, and rooting the enemy for 2 seconds. This attack never misses, and cannot be parried or dodged. Removes Snares and Roots. Awards 2 Combo Points.|
|Improved False Blade||Your False Blade increases Parry chance by (3/?)%.|
|Vivacity||Increases your maximum energy by (10/?).|
|Disengage||An attack that deals weapon plus 26 to 29 Physical damage, and stuns the enemy for 4 seconds. This attack never misses, and cannot be parried or dodged. Usable after parrying or dodging an enemy’s attack. This ability is not affected by the global cooldown. Awards 1 Combo Point. Cooldown: 20 seconds.|
|Blade Hustle||Increases the duration of your Rhythmic abilities by (1/?/?) seconds.|
|Dancing Steel||Executes a continuous whirlwind maneuver for 6 seconds, striking with both weapons and each dealing weapon plus 56 to 59 Physical damage every second. While under the effect of Dancing Steel, the Rogue is immune to all crowd control effects.|
|Keen Strike||A swift attack that deals weapon plus 5 to 7 Physical damage. Awards 1 Combo Point.|
|Deadly Strike||A finisher that deals weapon plus Physical damage. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points.1 Point: 10 damage
2 Points: 16 damage
3 Points: 22 damage
4 Points: 25 damage
5 Points: 32 damage
|Side Step||Preforms a Rhythmic action, increasing Dodge chance by 50% for 15 seconds. This causes the Rogue to be exhausted for 30 seconds.|
|Quick Strike||A fast offhand attack that deals weapon plus 9 to 11 Physical damage. Usable only after Keen Strike. Awards 1 Combo Point.|
|Twin Strike||The Rogue attacks the enemy with their main hand and 1 other enemy around them with their offhand. Each attack deals weapon plus 8 to 10 Physical damage. Awards 1 Combo Point.|
|Combat Pose||The Rogue prepares an ally for combat, increasing Dexterity by 5 for 1 hour.|
|False Blade||A finisher that deals weapon plus Physical damage and increases Dodge chance by 5%. Duration is increased with more Combo Points. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points.1 Point: 21 damage, 12 seconds
2 Points: 34 damage, 24 seconds
3 Points: 48 damage, 36 seconds
4 Points: 55 damage, 48 seconds
5 Points: 68 damage, 60 seconds
|Compound Attack||A finisher that deals weapon plus Physical damage, to the enemy and up to 2 other enemies around them. The damage dealt is 85% effective on 2 enemies and 70% on 3 enemies. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points.1 Point: 26 damage
2 Points: 43 damage
3 Points: 61 damage
4 Points: 69 damage
5 Points: 87 damage
|Weapon Barrage||An explosive ranged finisher that deals weapon plus Physical damage. This attack interrupts the enemy’s spellcasting and silences the enemy for ? seconds on a successful interrupt. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points. This ability is not affected by the global cooldown.1 Point: 15 damage
2 Points: ? damage
3 Points: ? damage
4 Points: ? damage
5 Points: ? damage
|Maim||Maims the enemy, dealing 25 to 27 Physical damage. The enemy’s movement speed is reduced by 50% for 10 seconds.|
|Precision Strike||An accurate offhand attack that deals weapon plus 43 to 46 Physical damage. This attack never misses, and cannot be parried or dodged. Usable only after a Keen Strike attack. Awards 2 Combo Points.|
|Dauntless Strike||A finisher that deals weapon plus Physical damage and increases the Critical Hit chance of party and raid members by 5%. Duration is increased with more Combo Points. Energy cost is reduced with more Combo Points. Damage bonus from Attack Power is increased with more Combo Points.1 Point: 36 damage, 12 seconds
2 Points: 60 damage, 24 seconds
3 Points: 84 damage, 36 seconds
4 Points: 96 damage, 48 seconds
5 Points: 120 damage, 60 seconds
|Combat Preparation||The Rogue prepares all party and raid members combat, increasing Dexterity by 10 for 1 hour. Consumes a Powdered Quartz.|
|Maim||A melee attack that weapon damage and disarms the enemy for 6 seconds.|
|Double Coup||Executes a Rhythmic maneuver, causing Quick Strike and Precision Strike to increse the Critical Hit chance of the next Keen Strike by 100%. Lasts 15 seconds. This causes the Rogue to be exhausted for 60 seconds.|
|Mass Subdue||An attack that causes all enemies within 7 meters to be incapacitated for 5 seconds and turns off the Rogue’s Auto Attack. Any damage to the affected enemy removes the effect.|
|Untangle||Removes all Stun, Root and Snare effects and causes the Rogue to be immune to these effects for seconds. Usable only if the Rogue is under the effect of Stun, Root or Snare.|
|Blade and Soul Parity||Through this Rhythmic action, the Rogue creates an equilibrium between their blades and their soul that lasts for 15 seconds. All abilities can now be used without Energy cost. This causes the Rogue to be exhausted for 45 seconds.|