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)
  1. 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
  2. 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

  3. 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

  4. 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

  5. Outburst max 3

    The explosion deals damage in a larger area.

    • 25% Increased Explosion Area
  6. 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

  7. 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.

  8. 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

  9. 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

  10. Loaded Quiver max 3

    You can store an additional charge of Detonating Arrow.

    • +1 Additional Charges

    Requires Thundersteel Arrow

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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
  17. 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

  18. 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

  19. 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

  20. 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

  21. Pinpoint max 2

    Detonating Arrow deals more damage (multiplicative with other modifiers) per second charged up.

    • +25% Damage Per Second Charged

    Requires Aimed Shot

  22. Shock Arrow max 5

    Detonating Arrow has a chance to shock enemies.

    • +20% Shock Chance
  23. Navigator's Shot max 1

    Detonating Arrow now slightly seeks out targets.

    • Homing Arrows

    Requires Shock Arrow

  24. 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.

  25. 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

  26. 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.

  27. 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

  28. 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

  29. 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.

  30. 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.

More skills: Marksman

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