Rive

Sentinel

  • Physical
  • Melee

A combo of three melee attacks. Every third consecutive attack with Rive slashes in a full circle around the character, dealing double damage.

More information

The consecutive attack counter resets if you go 3 seconds without using Rive.

Added melee damage applies to the first two hits at 125% effectiveness and to the third hit at 250% effectiveness.

Measure twice, cut thrice.

Effect

Base damage per hit
2 Physical
Critical strike chance
5 % · 200% critical damage
Added damage effectiveness
125 %
Counts as
Melee

Base values before skill tree nodes, passives and gear.

Skill tree: Rive

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. Champion max 4

    Rive deals more damage (multiplicative with other modifiers) and has an increased chance to stun enemies.

    • +8% Damage
    • 10% Increased Stun Chance
  2. Bound Weapon max 4

    When Rive kills an enemy or hits a boss or rare enemy, you have a chance to summon a Forged Weapon.

    • 6% Forged Weapon chance on Kill
    • 4% Forged Weapon chance on Hit vs Boss or Rare

    Requires Champion or Sever

  3. Laceration max 1

    Rive's third strike lacerates enemies on it.

    Lacerated enemies take melee damage over time for 3 seconds, with base damage equal to 300% of your added melee damage. Laceration does not stack.

    • Lacerates on Hit

    Requires 2 points in Massacre

    Added melee damage of all types is taken into account for Lacerate, but added melee damage without a type is applied as physical. For example if you have +20 Melee Damage and +10 Melee Fire Damage, Lacerate's base damage will be 60 Physical and 30 Fire.

  4. Temporal Warrior max 1

    Rive's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage or other damage types.

    Bleed chance from all sources is converted to chance to inflict Time Rot.

    Swaps Rive's Physical tag for a Void tag.

    Additionally, your chance to Echo with Rive is doubled.

    • Void Conversion
    • Bleed -> Time Rot Chance
    • Doubles Echo Chance

    Requires Ripples of Oblivion

    Echoing is a Void Knight mastery bonus. It grants you a chance for your attacks to repeat after a second. This node's echo bonus has no effect unless you are a Void Knight.

  5. Weapon Specialist max 1

    Rive deals additional melee physical damage per point of Dexterity if you are using a Sword.

    Rive deals additional melee void damage per point of Vitality if you are using an Axe.

    Rive deals additional melee fire damage per point of Attunement if you are using a Mace.

    • +1 Physical Damage per Dexterity with a Sword
    • +1 Void Damage per Vitality with an Axe
    • +1 Fire Damage per Attunement with a Mace

    Requires 2 points in Champion

  6. Azure Crescendo max 3

    Rive's third strike deals more damage (multiplicative with other modifiers) and restores mana if it hits at least one target.

    • 5 Mana Gained
    • +12% Third Strike Damage

    Requires Cadence

  7. Ripples of Oblivion max 5

    Rive deals more damage (multiplicative with other modifiers). This effect is tripled for Echoes.

    • +5% Damage
    • Bonus Tripled For Echoes

    Requires Weapon Specialist

    Echoing is a Void Knight mastery bonus. It grants you a chance for your attacks to repeat after a second. This node's echo bonus has no effect unless you are a Void Knight.

  8. Sever max 3

    Rive's first strike has a chance to ignite enemies.

    • +50% First Strike Ignite Chance
  9. Twisting Fangs max 3

    Rive's second strike has a chance to ignite enemies.

    • +50% Second Strike Ignite Chance

    Requires 2 points in Sever

  10. Flame Drinker's Blade max 1

    Rive's third strike consumes all stacks of ignite you applied to enemies it hits, granting you a buff that grants physical penetration per stack consumed, up to a maximum.

    • 3% Physical Penetration Per Ignite Consumed
    • 20 Max Stacks
    • 3 Buff Duration (seconds)

    Requires Twisting Fangs

    Ignite stacks applied by your minions or allies are not consumed.

    If Rive is converted to Void this grants void penetration instead of physical penetration.

  11. Assassin's Sustenance max 1

    When you trigger Flame Drinker's Blade's effect you also gain an additional buff that causes you to leech a percentage of the damage you deal as health. Unlike the buff from Flame Drinker's Blade, this buff cannot stack.

    • 3% Damage Leeched As Health buff
    • 3 Buff Duration (seconds)

    Requires Flame Drinker's Blade

  12. Savagery max 3

    Rive hits deal more damage to ignited targets (multiplicative with other modifiers).

    • +15% More Hit Damage Vs Ignited Enemies

    Requires Twisting Fangs

  13. Scrap Metal max 1

    Whenever you would summon a Forged Weapon from any source, you instead gain a stack of Scrap Metal. Each stack grants more armor and more damage with Rive (multiplicative with other modifiers).

    • Forged Weapons -> Scrap Metal
    • +3% Armor per Scrap Metal
    • +3% Rive Damage per Scrap Metal

    Requires Foe Cleaver

    Scrap Metal stacks have a base duration of 10 seconds, but modifiers to Forged Weapon duration now apply to Scrap Metal duration as well.

  14. Flurry max 4

    Rive's first and second strike have increased attack speed.

    • +10% First And Second Strike Attack Speed
  15. Concentration max 4

    Improves Rive's base critical strike chance. This bonus is doubled for Rive's third strike.

    • +1% First And Second Strike Base Crit Chance
    • +2% Third Strike Base Crit Chance

    Requires 2 points in Flurry

  16. Adrenaline max 4

    Rive's first strike grants you increased critical strike chance on hit for 4 seconds. Stacks up to 4 times.

    • 7% Increased Crit Chance

    Requires Concentration

  17. Focused Strike max 1

    Rive's third strike has double crit chance and its critical strikes deal more damage, but strikes one and two can no longer critically strike.

    • Third Strike Double Crit Chance
    • +50% Third Strike Critical Multiplier
    • First And Second Strike Never Crit

    Requires 3 points in Concentration

  18. Rending max 2

    Rive's first and second strike have a chance to reduce enemy armor.

    • +30% First And Second Strike Armor Shred Chance

    Requires 2 points in Flurry

  19. Projection of War max 1

    Rive's first strike consumes mana to release a wave of energy that passes through enemies.

    • First Strike Wave Of Energy
    • 4 Mana Consumption

    Requires Rending

  20. Cadence max 1

    Changes Rive's sequence of strikes to 1, 2, 1, 2, 3.

    • Change Sequence Of Strikes

    Requires Rending

  21. Triple Threat max 1

    Rive's third strike deals more damage (multiplicative with other modifiers) and hits in a larger area, and has increased chance to stun enemies.

    • +50% Third Strike Damage
    • +50% Third Strike Area
    • +50% Increased Stun Chance

    Requires Cadence

  22. Double Slash max 1

    Rive skips its third strike.

    • Skips Third Strike

    Requires Cadence

  23. Foe Cleaver max 1

    If you are using a two handed weapon, stats on that weapon that directly add damage, increase damage or add a chance to apply an ailment on hit, have double effect for Rive.

    • +100% Effect of Damage Stats on a 2h Weapon
    • +100% Effect of Ailment Chance Stats on a 2h Weapon

    Requires 3 points in Bound Weapon

  24. Iron Reach max 4

    Rive's second strike deals more damage (multiplicative with other modifiers) in a larger area.

    • +25% Strike Two Damage
    • +25% Strike Two Area

    Requires 2 points in Flurry or Challenge

  25. Challenge max 1

    If you have positive mana, Rive's second strike pulls enemies.

    Additionally, Rive's hits slow enemies.

    • Strike Two Pulls Enemies
    • +100% Slow Chance

    Requires Iron Reach or Brutality

    The area in which enemies are pulled is affected by Increased Area for Area Skills stats.

  26. Outburst max 3

    Rive's third strike deals damage in a larger area.

    • +30% Third Strike Area
  27. Reclamation max 2

    Rive's third strike leeches damage dealt as health.

    • 5% Third Strike Health Leech

    Requires 2 points in Outburst or Brutality

  28. Brutality max 3

    Rive's third strike deals more damage (multiplicative with other modifiers).

    • +15% Third Strike Damage

    Requires Reclamation or Challenge

  29. Massacre max 4

    Rive's hits have a chance to cause enemies to bleed.

    Additionally, bleeds inflicted by Rive's third strike last longer.

    • +25% Bleed Chance
    • +10% Bleed Duration On Third Strike

    Requires Champion or Outburst

  30. Coup de Grace max 1

    Rive's third strike instantly kills enemies below a health threshold (a percentage of their maximum health).

    • 15% Strike Three Kill Threshold

    Requires Brutality

    If you have a similar effect from an item or passive node then the highest threshold is used.

More skills: Sentinel

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