Legendary Dreadnought

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

Innate abilities

 * 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%. (Note, innates cannot be twisted, thus listed cooldowns include this reduction.)


 * 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 while being held and while ability drained to 0, but it cannot be selected when disabled by most other CC effects. Note: If you are hit with multiple CC effects and one of them includes Hold Person/Monster, you can actually use this ability to escape all of them.


 * Action Boost: Unmovable (required 12): (Active Cooldown: 90 seconds) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless. This is on a seperate cooldown from other action boosts.


 * : 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: 2 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless. This is on a seperate cooldown from other action boosts.


 * : 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 [9/12/15] 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.
 * 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: 20 seconds (30 if you twist it)) Activate to gain a [+4/+6/+8] Action Boost bonus to attack bonus for 20 seconds. (This enhancement cannot be taken if you have Action Boost: Attack as a class enhancement, and it shares a cooldown with all other action boosts).

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 animation for unarmed monks is broken and disables the character's attack for 2 seconds after using the ability. Damage is dealt at a severely delayed time and at a much lower then intended amount. Roughly 1d6 for handwraps.
 * You can actually refresh Momentum Swing more than once every 3 seconds by pressing the other cleave buttons as fast as they can get off cooldown. If you bypass the 3 second limit, then you will have a 1 second window to activate Momentum Swing again or the ability will go on cooldown for the full minute. Subsequent refreshes of Momentum Swing will produce the same effect.
 * You can actually refresh Momentum Swing more than once every 3 seconds by pressing the other cleave buttons as fast as they can get off cooldown. If you bypass the 3 second limit, then you will have a 1 second window to activate Momentum Swing again or the ability will go on cooldown for the full minute. Subsequent refreshes of Momentum Swing will produce the same effect.

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: 20 seconds (30 if you twist it)) 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, and it shares a cooldown with all other action boosts).

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 damage 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.


 * You can actually refresh Lay Waste more than once every 3 seconds by pressing Momentum Swing as fast as you can refresh its cooldown. If you bypass the 3 second limit, then you will have a 1 second window to activate Lay Waste again or the ability will go on cooldown for the full minute. Subsequent refreshes of Lay Waste will produce the same effect.
 * You can actually refresh Lay Waste more than once every 3 seconds by pressing Momentum Swing as fast as you can refresh its cooldown. If you bypass the 3 second limit, then you will have a 1 second window to activate Lay Waste again or the ability will go on cooldown for the full minute. Subsequent refreshes of Lay Waste will produce the same effect.

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: 20 seconds (30 if you twist it)) 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, and it shares a cooldown with all other action boosts).

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.
 * 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 Magma Surge damage. On Vorpal: Target's takes 10d100 Fire damage. Requires a Dagger, Kama, 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 takes 10d100 Electrical damage. Requires a Club, Greatclub, Heavy Mace, Light 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 stunned for 6 seconds. On Vorpal: Take takes 10d100 Sonic damage. Requires an Dwarven Waraxe, Greataxe, Battleaxe, Handaxe, Warhammer, Maul, Light Pick or Heavy 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 actually 10 seconds instead of 15.
 * The timer freezes at 0:00 on the hotbar whenever a stack expires, preventing you from seeing how many stacks or how much time you have left. The examine window can still tell you how long you have left.
 * The dodge bonus is incorrectly subject to the armor cap of whatever armor you're currently wearing.
 * The buff seems to randomly glitch out after ticking down enough times. If you stop killing monsters for about 30 seconds, the buff either disappears prematurely or it suddenly stops counting CR kills that are of equal or higher value than your level as valid stacks.
 * The buff seems to randomly glitch out after ticking down enough times. If you stop killing monsters for about 30 seconds, the buff either disappears prematurely or it suddenly stops counting CR kills that are of equal or higher value than your level as valid stacks.

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