Warpath
Spin towards the mouse while you hold down the ability key, striking nearby enemies as you move.
More information
You have 20% less movement speed while spinning (multiplicative with other modifiers). Hits at twice your attack rate, but added damage applies at 60% effectiveness and there is a 40% less chance to apply ailments on hit.
You cannot be stunned while spinning.
Not affected by weapon range.
All shall fall before swirling path of war
Effect
Warpath
- Base damage per hit
- 1 Physical
- Critical strike chance
- 5 % · 200% critical damage
- Added damage effectiveness
- 60 %
- Counts as
- Melee
Base values before skill tree nodes, passives and gear.
Skill tree: Warpath
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 (27)
-
Void Spiral
max 5
Warpath deals additional melee void damage.
This effect is doubled while wielding a 2 handed weapon.- +5 Melee Void Damage
- Doubled With 2h fixed
-
Apocalypse Whirl
max 1
Warpath's base physical damage is converted to void. Consequently this damage scales with increases to void damage, but not increases to physical damage.
Warpath has a chance to inflict Time Rot. Bleed and ignite chance from all sources are converted to Time Rot chance for Warpath.
Swaps Warpath's Physical tag for a Void tag.- Base Physical Damage -> Void
- +30% Time Rot Chance
- Bleed And Ignite -> Time Rot Chance
Requires Echo Knight
The added chance is not affected by Warpath's reduction to ailment application chance, the converted chance is affected as normal.
-
Maw of the Deep
max 3
Warpath hits deal more damage against enemies per stack of Time Rot on them (multiplicative with other modifiers).
- +5% Hit Damage Per Time Rot
Requires Apocalypse Whirl
-
Juggernaut Stance
max 5
While spinning, you have additional block chance and block effectiveness.
- +4% Block Chance
- +100 Block Effectiveness
Requires Iron Reach
You can block without wielding a shield.
-
Battlemaster's Blade
max 2
Warpath deals damage in a larger area while wielding a two handed weapon.
- +20% Area With 2h
Requires 2 points in Whirling Steel
-
Dark Nexus
max 5
While spinning, you gain mana every three seconds while wielding a two handed weapon.
- 7 Mana Per Three Seconds (2h weapon)
Requires Battlemaster's Blade
-
Gorebringer
max 3
Warpath hits have a chance to cause enemies to bleed and bleed stacks inflicted by Warpath have increased duration.
Both effects will instead apply to ignite or time rot if you have Earthscorcher or Apocalypse Whirl.- +10% Bleed Chance
- +10% Bleed Duration
Requires Quicksilver Wind
The chance is not affected by Warpath's reduction to ailment application chance.
-
Earthscorcher
max 1
Warpath's base physical damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to physical damage.
Bleed chance from all sources is converted to ignite for Warpath.
Swaps Warpath's Physical tag for a Fire tag.- Base Physical Damage -> Fire
- Bleed -> Ignite Chance
Requires Gorebringer
This node has no effect if you have taken the Apocalypse Whirl node.
-
Path of Fire
max 1
While spinning, you leave behind a burning trail that ignites enemies each second. If ignite has been converted to Time Rot with Apocalypse Whirl this trail inflicts Time Rot instead.
- 1 Ignite Stacks In Trail Each Second
- +20% Ignite Duration
Requires Earthscorcher
The width of the trail does not scale with area modifiers.
-
Iron Reach
max 3
Warpath deals damage in a larger area.
- +15% Area
-
Quicksilver Wind
max 3
While spinning, you have increased movement speed.
- +10% Movespeed
-
Whirling Steel
max 5
Warpath deals more damage (multiplicative with other modifiers).
This effect is doubled while using a two handed weapon or dual wielding.- +8% Damage
- Doubled With 2h Weapon fixed
- Doubled while Dual Wielding fixed
Requires Iron Reach
-
Path of Heavens
max 5
While spinning, you have additional spell damage.
- +10 Global Spell Damage
Requires Earthscorcher
-
Way of the Cleric
max 5
While spinning, you and your allies are healed each second within Warpath's area of effect. The amount of health gained is increased by healing effectiveness.
- 6 Healing Inside Area
Requires 2 points in Path of Heavens
-
Winds of Justice
max 4
While spinning, you have a chance to cast Smite each second on a nearby enemy.
This consumes Smite's mana cost.- 25% Smite Chance Each Second
Requires 2 points in Path of Heavens
-
Arsenal of Flame
max 3
Warpath hits deal more melee fire damage to ignited enemies (multiplicative with other modifiers) and ignite it inflicts has additional Fire Penetration
- +15% Melee Fire Damage To Ignited
- +15% Fire Penetration with Ignite
Requires Earthscorcher
-
Warrior's Fury
max 5
For each second you continuously spin, Warpath deals more damage (multiplicative with other modifiers) and has increased area, but costs additional mana per second. These effects will stop scaling after a duration.
- +20% Damage Per Second
- +20% Area Per Second
- +4 Mana Cost Per Second
- 10 Maximum Scaling Duration (seconds) fixed
Requires Quicksilver Wind
This effect only applies to Warpath when it is directly used.
After the maximum scaling duration ends, the effects still apply, but they will stop growing. -
Giant Splitter
max 5
After spinning for at least 2 seconds you do a Warslash when you stop spinning. This deals more damage (multiplicative with other modifiers) in a larger area for each second you spent spinning, up to a maximum duration.
- Warslash After Warpath
- +15% Slash Damage Per Second Spinning
- +15% Area Per Second Spinning
- 5 Maximum Duration Benefit (seconds) fixed
Requires 2 points in Molten Path
-
Way of the Executioner
max 5
Warpath deals more melee damage to enemies on low health (multiplicative with other modifiers).
- +20% Melee Damage To Low Health
Requires 2 points in Molten Path
Targets below 35% max health are considered to be at low health.
-
Unchained
max 5
Warpath costs less mana per second.
- -2 Channel Cost
-
Cyclone of War
max 5
While spinning, you have additional melee leech while wielding an axe, additional base crit chance while wielding a sword, additional physical penetration while wielding a mace and additional fire penetration while wielding a sceptre.
- +2% Global Melee Health Leech With Axe
- +2% Global Base Critical Chance With Sword
- +10% Physical Penetration With Mace
- +15% Fire Penetration With Sceptre
Requires 2 points in Whirling Steel
-
Reckless Spin
max 1
Warpath costs significantly less mana per second, but you have reduced elemental resistance while spinning.
- -6 Channel Cost
- -30% Elemental Resistance
Requires 2 points in Unchained
You can add resistances through other means to mitigate this reduction.
-
Molten Path
max 5
Warpath hits shred enemy armor.
- +10% Armor Shred Chance
- +2 Melee Fire Damage
- +2 Melee Physical Damage
Requires Unchained or Void Spiral
The chance is not affected by Warpath's reduction to ailment application chance.
-
Forgemaster Stance
max 1
While spinning, you summon Forged Weapons every 5 seconds as if you had hit an enemy with Forge Strike.
- Summon Forged Weapons
Requires 2 points in Way of the Executioner
-
Moving Forge
max 5
While spinning, you summon Forged Weapons more frequently.
- +30% Summon Frequency
Requires Forgemaster Stance
-
Echo Knight
max 1
While spinning, you deal increased void damage and you have a chance each second to create an Echo at a recent location that uses Warpath on the spot for 2 seconds. This chance is equal to twice your chance for skills to echo.
You can only create a Warpath echo if you have been spinning for at least 2 seconds and have travelled at least 4 metres in the past 2 seconds.- Warpath Echoes
- 50% Global Increased Void Damage
Requires 2 points in Void Spiral
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 become a Void Knight.
-
Abyssal Tempest
max 1
While spinning, you cast Abyssal Echoes every 5 seconds.
This consumes Abyssal Echoes' mana cost.- Abyssal Echoes Every 5 Seconds
Requires Maw of the Deep