Detonating Arrow
Marksman · Rogue
Requires a bow.
Fires an arrow that embeds itself in a target then explodes after 0.6 seconds.
More information
Added bow damage applies to the arrow at 125% effectiveness and to the explosion at 200% effectiveness.
Effect
- Base damage per hit
- 2 Lightning
- Critical strike chance
- 5 % · 200% critical damage
- Added damage effectiveness
- 125 %
- Counts as
- Bow
Base values before skill tree nodes, passives and gear.
Skill tree: Detonating Arrow
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (30)
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Quick Detonation
max 5
Detonating Arrow has increased critical strike chance and it has reduced arming time.
- 20% Increased Crit Chance
- 12% Reduced Arming Time
-
Weak Spot
max 5
Detonating Arrow critical strikes deal more damage and it has a chance to apply Critical Vulnerability to enemies, making them easier to critically strike.
- +6% Critical Multiplier
- +20% Critical Vulnerability Chance
Requires Quick Detonation
-
Barrage
max 1
Detonating Arrow now explodes on impact in a cone behind the target rather than a circle, but no longer has an arming time.
- Circle -> Cone Area
- No Arming Time
Requires 2 points in Quick Detonation
-
Dragon Arrow
max 1
The explosion base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage.
Shock chance from all sources is converted to ignite chance and effects related to shock now depend on ignite instead.
Swaps Detonating Arrow's Lightning tag for a Fire tag.- Lightning -> Fire Conversion
- Shock -> Ignite Chance
Requires Barrage
-
Outburst
max 3
The explosion deals damage in a larger area.
- 25% Increased Explosion Area
-
Jolting Charge
max 5
Detonating Arrow has a chance to shock enemies, but the explosion hit deals less hit damage (multiplicative with other modifiers).
- +50% Shock Chance
- -10% Explosion Hit Damage
Requires Outburst
-
Infused Discharge
max 5
Detonating Arrow consumes a portion of your current mana to deal more damage (multiplicative with other modifiers) based on the mana consumed, up to a maximum.
- 5% Current Mana Consumed
- 2% More Damage per Mana Consumed fixed
- 20 Maximum Mana Consumed
Requires Outburst
As an example, if your current mana is 50 and you consume 10%, Detonating Arrow will deal 5% more damage.
-
Well Crafted
max 5
The explosion deals more damage (multiplicative with other modifiers) in a larger area.
- +10% Explosion Damage
- 20% Increased Explosion Area
Requires Infused Discharge
-
Thundersteel Arrow
max 1
Detonating Arrow now has a cooldown, but when you directly use it, it deals more damage in a significantly larger area (both multiplicative with other modifiers), and has an increased chance to stun.
- +5 Cooldown (seconds)
- +50% Damage
- 100% More Explosion Area
- 100% Increased Stun Chance
Requires 2 points in Well Crafted
-
Loaded Quiver
max 3
You can store an additional charge of Detonating Arrow.
- +1 Additional Charges
Requires Thundersteel Arrow
-
Rapid Detonation
max 1
If an enemy has an attached Detonating Arrow and gets hit again, it explodes the first arrow immediately.
- Explodes Immediately
Requires 2 points in Well Crafted
-
Frostfang Arrow
max 1
Detonating Arrow's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. It also gains a base freeze rate.
Shock chance from all sources is converted to chill chance.
Swaps Detonating Arrow's Lightning tag for a Cold tag.
This has no effect if Detonating Arrow is converted to fire with Dragon Arrow.- Lightning -> Cold Conversion
- Shock -> Chill Chance
- +60 Freeze Rate
Requires Outburst or Arrow of Delay
-
Frozen Resonance
max 5
Detonating Arrow has a higher chance based on your uncapped Cold Resistance.
- +1 Freeze Rate per 1% Cold Res
Requires Frostfang Arrow
-
Arrow of Delay
max 2
Detonating Arrow causes enemies to have less movement speed (multiplicative with other modifiers) for each arrow attached.
- -4% Enemy Movespeed
Requires Frostfang Arrow or Beastslayer Arrow or Delayed Detonation
-
Delayed Detonation
max 2
Detonating Arrow has a longer arming time (multiplicative with other modifiers).
- 25% More Arming Time
Requires Arrow of Delay or Copper Dust Arrow
-
Beastslayer Arrow
max 4
Detonating Arrow deals more damage (multiplicative with other modifiers) and has a longer arming time. The explosion deals more hit damage (multiplicative with other modifiers) per second the arrow spent arming.
- +5% Damage
- 15% Increased Arming Time
- +15% Explosion Hit Damage Per Second
-
Copper Dust Arrow
max 2
Detonating Arrow causes enemies to have less elemental resistance while they have at least 1 arrow attached.
- -10% Elemental Resistance
Requires Delayed Detonation or 2 points in Beastslayer Arrow
-
Lethal Blast
max 3
The explosion hit deals more damage (multiplicative with other modifiers) per 5% health the enemy is missing.
- +1% Explosion Hit Damage per 5% Missing Health
Requires Beastslayer Arrow
-
Concentration
max 3
The explosion deals more damage (multiplicative with other modifiers), but in a smaller area (multiplicative with other modifiers).
- +25% Explosion Damage
- 15% Less Explosion Radius
Requires 2 points in Lethal Blast
-
Aimed Shot
max 1
Detonating Arrow can now be charged up for up to 2 seconds, causing it to pierce a number of enemies (continue through targets it hits) per 0.5 seconds charged up.
- 1 Maximum Time Charged (seconds)
- 1 Enemies Pierced Per 0.5 Seconds
Requires Lethal Blast
-
Pinpoint
max 2
Detonating Arrow deals more damage (multiplicative with other modifiers) per second charged up.
- +25% Damage Per Second Charged
Requires Aimed Shot
-
Shock Arrow
max 5
Detonating Arrow has a chance to shock enemies.
- +20% Shock Chance
-
Navigator's Shot
max 1
Detonating Arrow now slightly seeks out targets.
- Homing Arrows
Requires Shock Arrow
-
Suckerpunch Arrow
max 1
When you hit an enemy with Detonating Arrow that already has an arrow attached to them, the explosion deals more damage in a larger area (multiplicative with other modifiers).
Suckerpunch Arrow will not attach an additional Detonating Arrow.- +100% Explosion Hit Damage
- 100% More Explosion Area
Requires Shock Arrow or Fastshot
If Detonating Arrow's arming time is removed, this effect cannot occur.
-
Fastshot
max 4
Detonating Arrow has increased attack speed and shock applied by this skill last longer.
- +5% Attack Speed
- +5% Shock Duration
Requires 2 points in Quick Detonation or Suckerpunch Arrow
-
Arcing Blast
max 4
The explosion causes Lightning Tendrils to chain out to other nearby targets. This can't hit enemies hit by the explosion.
This has no effect if Detonating Arrow's damage is converted.- 2 Maximum Targets
Requires 2 points in Fastshot
Lightning Tendrils scales with increases to lightning and bow damage.
-
Piercing Thunder
max 4
Lightning Tendrils penetrate a portion of enemy lightning resistance and have a chance to shock enemies.
- +15% Lightning Res Penetration
- +25% Shock Chance
Requires Arcing Blast
-
Scorpion Arrow
max 1
The explosion now poisons enemies on hit, but its hits deal less damage (multiplicative with other modifiers).
Detonating Arrow's base damage is convered to Physical. Consequently this damage scales with increases to physical damage, but not increases to lightning damage.
Shock chance from all sources is converted to poison chance.
Swaps Detonating Arrow's Lightning tag for Poison and Physical tags.
This has no effect if Detonating Arrow is converted to fire or cold with Dragon Arrow or Frostfang Arrow.- Shock -> Poison Chance
- +200% Explosion Poison Chance
- Base Lightning Damage -> Physical
- -50% Explosion Hit Damage
Requires 2 points in Shock Arrow
-
Mana Arrow
max 1
Detonating arrow no longer costs mana and instead restores mana when you directly use it and hit at least one enemy. However it now only has a small chance of exploding.
- No Mana Cost
- 8 Mana Gained On Hit
- 15% Explosion Chance
Requires Navigator's Shot
Have no effect on mana consumed by effects such as the Infused Discharge node on the this tree.
-
Deadly Ailments
max 1
Ailments inflicted by Detonating Arrow deal more damage over time (multiplicative with other modifiers).
- +25% Damage Over Time
Requires 2 points in Jolting Charge
Passive nodes for Detonating Arrow
These nodes in the class passive tree mention the skill – a click jumps to the node.