Legendary Dreadnought

Requires Grandmaster of Flowers 3 or Shadowdancer 3 or Shiradi Champion 4

Autogrants

 * Shrug Off Punishment (required 0): (Passive) +10 Max Health per level of Legendary Dreadnought (including this one).


 * Action Hero (required 4): (Passive) Reduces the cooldowns of your Action Boost abilities by 33%.


 * Unstoppable (required 8): (Active Cooldown: 3 mins) Activate to remove all Crowd Control effects currently restraining you. This ability can be used while helpless.


 * Testing shows that this ability is broken. It works when being held, but it cannot be selected while disabled by most other CC effects.


 * Action Boost: Unmovable (required 12): (Active Cooldown: 2 mins 15 secs) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless.


 * Testing shows that this ability doesn't work while helpless. It works when being held, but it cannot be selected while earthgrabbed, frozen, paralyzed, petrified, sleeping, or stunned.


 * Action Boost: Thick Skinned (required 16): (Active Cooldown: 3 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless.


 * Testing shows that this ability doesn't work while helpless. It works when being held, but it cannot be selected while earthgrabbed, frozen, paralyzed, petrified, sleeping, or stunned.


 * Combat Brute (required 20): (Passive) You gain +1[W] damage with melee weapons and deal +50% damage to helpless opponents while any Action Boost is active.


 * : Testing shows that this ability is not granting the +50% damage to helpless opponents while an action boost is active. The +1[W] damage seems to be working.

Tier One
(0 points required):

Sundering Swing (min level: 20 - Prereq: Improved Sunder) (3 rank - 1 AP): (Active Cooldown: 1 min) For the next 9 seconds, all attacks you make apply an Improved Sunder effect on hit.


 * : Doesn't apply to unarmed attacks.
 * It's also not applying the -3 fortitude penalty that Improved Sunder normally does regardless if saved against. The debuff icon doesn't appear in the examine window.

Legendary Tactics (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] to DC's of all tactical feats.


 * : Testing shows that this bonus isn't applying to the knockdown DC of Lay Waste.

Extra Action Boost (min level: 20) (3 ranks - 1 AP): (Passive) +[1/2/3] Action Boost per rest.

Action Boost: Attack (min level: 20) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Activate to gain a +[15/20/25] Action Boost bonus to attack bonus for 20 seconds.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Two
(4 points required):

Momentum Swing (min level: 20 - Prereq: Cleave) (3 ranks - 1 AP): (Active Cooldown: 1 min) Tactical Melee Attack: Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.


 * : The half-orc animation for greataxes and mauls is broken and disables the character's attack for 2 seconds after using the ability. Damage is only sometimes dealt in this case. All other two-handers work fine.
 * This ability is completely broken for Monks. It only strikes once instead of the normal 2-3 times and it only deals 1d6 damage regardless of the character's unarmed damage die.

Improved Combat Expertise (min level: 20 - Feat prereq: Combat Expertise) (1 rank - 2 AP): (Active Cooldown: 6secs) When the Combat Expertise stance is active, you gain +20 Physical Resistance Rating.

Improved Power Attack (min level: 20 - Feat prereq: Power Attack) (1 rank - 2 AP): (Active Cooldown: 6secs) When the Power Attack stance is active, you deal +0.5[W] damage with weapons.

Action Boost: Damage (min level: 20) (3 rank - 1 AP): (Active Cooldown: 30 secs) Activate to gain a +[20/25/30]% Action Boost bonus to weapon damage for 20 seconds (This enhancement cannot be taken if you have Action Boost: Damage as a class enhancement).

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Three
(8 points required):

Lay Waste (min level: 20 - Prereq: Cleave && Momentum Swing) (1 rank - 2 AP): (Active Cooldown: 1 min) Tactical Melee Cleave: Perform an Area of Effect attack with +5[W] damage and +1 critical threat multiplier. On Hit: Knocks the target down, Balance DC (10 + Character Level + Strength Modifier) Negates. Momentum Swing has a 25% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds). You must have Power Attack active to perform this ability.

Critical Damage (min level: 20) (3 ranks - 1 AP): (Passive) +[2/4/6] damage on critical hits (before weapon multipliers).

Action Boost: Haste (min level: 20) (3 rank - 1 AP): (Active Cooldown: 30 secs) Activate this ability to receive a +[20/25/30]% Action Boost attack speed bonus for 20 seconds (This enhancement cannot be taken if you have Action Boost: Haste as a class enhancement).

Strength/Constitution (min level: 20) (1 rank - 2 AP): +1 Strength or Constitution

Tier Four
(12 points required):

Tactical Genius (min level: 20 - Prereq: Combat expertise) (1 rank - 2 AP): (Active Cooldown: 5 mins) Activate to clear the cooldowns of all Tactical feats.


 * : This ability isn't working at all. Cooldowns do not clear.

Volcano's Edge (min level: 20) (1 rank - 2 AP): (Active Cooldown: 12 secs) Melee Attack: On Hit: 100 Fire damage. On Critical: Target takes incineration damage. On Vorpal: Target's fire vulnerability is increased by 100% for 10 seconds. Requires a kama, knife, sickle or sword to be equipped in your main hand.

Lightning Mace (min level: 20) (1 rank - 2 AP): (Active Cooldown: 12 secs) Melee Attack: On Hit: 100 Electrical damage. On Critical: Gain +15% enhancement bonus to melee double strike for 6 seconds. On Vorpal: Target's elecrtical vulnerability is increased by 100% for 10 seconds. Requires a club, greatclub, mace, morningstar, or quarterstaff to be equipped in your main hand.

Anvil of Thunder (min level: 20) (1 rank - 2 AP): (Active Cooldown: 12 secs) Melee Attack: On Hit: 100 Sonic damage. On Critical: Target is dazed for 15 seconds. On Vorpal: Target is stunned for 6 seconds. Requires an axe, hammer, maul, or pick to be equipped in your main hand.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Five
(16 points required):

Advancing Blows (min level: 20) (1 rank - 2 AP): (Passive) You gain On Melee Critical Hit: +1 to hit and damage for 6 seconds. Stacks 5 times.

Devastating Critical (min level: 20) (1 rank - 2 AP): (Passive) +1 Critical Damage Multiplier on rolls of 19-20.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution

Tier Six
(20 points required):

Master's Blitz (min level: 20) (1 rank - 2 AP): (Active Cooldown: 5 mins) The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate: For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.


 * : The duration is 10 seconds instead of 15. The timer freezes at 0:00 on the hotbar whenever a damage stack is lost, preventing you from seeing exactly how many stacks or how much time you have left (examine window still works). The dodge bonus is incorrectly subject to the armor cap.

Pulverizer (min level: 20) (1 rank - 2 AP): (Passive) Increases the critical threat range of bludgeoning weapons you equip by 1.

Headman's Chop (min level: 20 - Prereq: Devastating critical 1)(1 rank - 2 AP): (Passive) When you have an axe equipped in your main hand, you gain an additional +1 Critical Damage Multiplier on rolls of 19-20.

Strength/Constitution (min level: 20) (1 rank - 2 AP): (Passive) +1 Strength or Constitution