Season 6,
Lifering Rapier
and
Deep Freeze
Frost Fencer
by
honzy
Rend
Weaken
Disease
Empower
Fortify
Frost Fencer
Attributes
Frost Fencer
Attributes
Frost Fencer
Attributes
STR
25
DEX
250
INT
350
FOC
25
CON
25
STR
25
DEX
250
INT
350
FOC
25
CON
25
STR
25
DEX
250
INT
350
FOC
25
CON
25
Frost Fencer
Gear
Frost Fencer
Gear
Frost Fencer
Gear
Attention. Build Items Info
Items used in the build are just examples of good perk combinations that could be used in your build. There might be multiple "Named Item" alternatives, or you can find something similar to the shown items on the trade post, or even get it as a lucky drop from mobs or chests. You can find all alternatives on websites like NWBuddy or NWDB.
Focus on a few things:
Attributes: Make sure your items have the attributes needed for your build. For example, don't use DEX/STR pieces for a healer or FOC pieces for damage dealers.
Weight: Ensure you are using items that put you in the correct weight category. In most cases, try to avoid medium weight as a DPS or a healer and use heavy armor as a tank.
Perks: Make sure you have your main protection perk first (enchanted ward in most cases). Then go for refreshing and weapon perks to finalize your build.
Attention. Build Items Info
Items used in the build are just examples of good perk combinations that could be used in your build. There might be multiple "Named Item" alternatives, or you can find something similar to the shown items on the trade post, or even get it as a lucky drop from mobs or chests. You can find all alternatives on websites like NWBuddy or NWDB.
Focus on a few things:
Attributes: Make sure your items have the attributes needed for your build. For example, don't use DEX/STR pieces for a healer or FOC pieces for damage dealers.
Weight: Ensure you are using items that put you in the correct weight category. In most cases, try to avoid medium weight as a DPS or a healer and use heavy armor as a tank.
Perks: Make sure you have your main protection perk first (enchanted ward in most cases). Then go for refreshing and weapon perks to finalize your build.
Attention. Build Items Info
Items used in the build are just examples of good perk combinations that could be used in your build. There might be multiple "Named Item" alternatives, or you can find something similar to the shown items on the trade post, or even get it as a lucky drop from mobs or chests. You can find all alternatives on websites like NWBuddy or NWDB.
Focus on a few things:
Attributes: Make sure your items have the attributes needed for your build. For example, don't use DEX/STR pieces for a healer or FOC pieces for damage dealers.
Weight: Ensure you are using items that put you in the correct weight category. In most cases, try to avoid medium weight as a DPS or a healer and use heavy armor as a tank.
Perks: Make sure you have your main protection perk first (enchanted ward in most cases). Then go for refreshing and weapon perks to finalize your build.
Frost Fencer
Main Gear Example
Frost Fencer
Main Gear Example
Frost Fencer
Main Gear Example
Admiral's Tricorn Cap
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Tricorn Cap
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Tricorn Cap
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Petticoat
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Petticoat
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Petticoat
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Claw
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Claw
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Admiral's Claw
Light
Named
Gear Score
700
Attribute
32
MAG
Ice Harnessing
+2% ice damage.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Refreshing
Reduce max cooldowns by 4%.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Attuned Leather Pants
Medium
Artifact
Gear Score
725
Attribute
40
MAG
Well Rounded
+10 to all attributes.
Refreshing
Reduce max cooldowns by 4%.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Health
+2.4% max health.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Attuned Leather Pants
Medium
Artifact
Gear Score
725
Attribute
40
MAG
Well Rounded
+10 to all attributes.
Refreshing
Reduce max cooldowns by 4%.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Health
+2.4% max health.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Attuned Leather Pants
Medium
Artifact
Gear Score
725
Attribute
40
MAG
Well Rounded
+10 to all attributes.
Refreshing
Reduce max cooldowns by 4%.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Health
+2.4% max health.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Dark Leather Boots
Medium
Crafted
Gear Score
700
Attribute
32
DEX
Leeching Flurry
Heal for 32% of the damage dealt by Flurry. Gain 0.5s of Invulnerability when you use Flurry.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Health
+2.4% max health.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Dark Leather Boots
Medium
Crafted
Gear Score
700
Attribute
32
DEX
Leeching Flurry
Heal for 32% of the damage dealt by Flurry. Gain 0.5s of Invulnerability when you use Flurry.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Health
+2.4% max health.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Dark Leather Boots
Medium
Crafted
Gear Score
700
Attribute
32
DEX
Leeching Flurry
Heal for 32% of the damage dealt by Flurry. Gain 0.5s of Invulnerability when you use Flurry.
Elemental Aversion
Receive 4.5% less damage from ranged, elemental attacks.
Health
+2.4% max health.
No Runeglass
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Lifering Rapier
Named
Gear Score
700
Attribute
38
DEX
Vicious
+7% critical damage.
Rogue
+11% Backstab damage.
Omnidirectional Evade
+20% damage for 2s after using Evade. Adagio upgrade is applied when evading in any direction.
Frozen
Cut Pristine Aquamarine
Lifering Rapier
Named
Gear Score
700
Attribute
38
DEX
Vicious
+7% critical damage.
Rogue
+11% Backstab damage.
Omnidirectional Evade
+20% damage for 2s after using Evade. Adagio upgrade is applied when evading in any direction.
Frozen
Cut Pristine Aquamarine
Lifering Rapier
Named
Gear Score
700
Attribute
38
DEX
Vicious
+7% critical damage.
Rogue
+11% Backstab damage.
Omnidirectional Evade
+20% damage for 2s after using Evade. Adagio upgrade is applied when evading in any direction.
Frozen
Cut Pristine Aquamarine
Deep Freeze
Artifact
Gear Score
725
Attribute
38
MAG
Chilling End
Frozen, rooted or chilled enemies take 15% additional damage (on both weapons).
Refreshing Move
Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Vicious
+7% critical damage.
Unending Thaw
Ice Storm deals +11% damage. Frost effects remains on enemies for 2s after exiting Ice Storm.
Ignited
Cut Pristine Diamond
Deep Freeze
Artifact
Gear Score
725
Attribute
38
MAG
Chilling End
Frozen, rooted or chilled enemies take 15% additional damage (on both weapons).
Refreshing Move
Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Vicious
+7% critical damage.
Unending Thaw
Ice Storm deals +11% damage. Frost effects remains on enemies for 2s after exiting Ice Storm.
Ignited
Cut Pristine Diamond
Deep Freeze
Artifact
Gear Score
725
Attribute
38
MAG
Chilling End
Frozen, rooted or chilled enemies take 15% additional damage (on both weapons).
Refreshing Move
Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Vicious
+7% critical damage.
Unending Thaw
Ice Storm deals +11% damage. Frost effects remains on enemies for 2s after exiting Ice Storm.
Ignited
Cut Pristine Diamond
Mythril Amulet
Crafted
Gear Score
700
Attribute
32
DEX
Nature Protection
Receive 15% less Nature damage.
Health
+7% max Health.
Empowered
Empower you apply lasts 34% longer.
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Mythril Amulet
Crafted
Gear Score
700
Attribute
32
DEX
Nature Protection
Receive 15% less Nature damage.
Health
+7% max Health.
Empowered
Empower you apply lasts 34% longer.
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Mythril Amulet
Crafted
Gear Score
700
Attribute
32
DEX
Nature Protection
Receive 15% less Nature damage.
Health
+7% max Health.
Empowered
Empower you apply lasts 34% longer.
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Mythril Ring
Crafted
Gear Score
700
Attribute
32
DEX
Hearty
+10% max Stamina.
Ice Damage
+7.1% Ice damage.
Leeching
Heal for 7.1% of the damage you deal (Does not trigger off persistent damage or DoT effects).
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Mythril Ring
Crafted
Gear Score
700
Attribute
32
DEX
Hearty
+10% max Stamina.
Ice Damage
+7.1% Ice damage.
Leeching
Heal for 7.1% of the damage you deal (Does not trigger off persistent damage or DoT effects).
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Mythril Ring
Crafted
Gear Score
700
Attribute
32
DEX
Hearty
+10% max Stamina.
Ice Damage
+7.1% Ice damage.
Leeching
Heal for 7.1% of the damage you deal (Does not trigger off persistent damage or DoT effects).
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Endless Thirst
Artifact
Gear Score
725
Attribute
36
MAG
The Thirst
Healing consumables are 33% stronger, but healing potion cooldowns are 25% longer.
Empowering Toast
On Potion Drink: Gain 10% Empower for 8s (10s cooldown).
Fortifying Toast
On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).
Refreshing Toast
Potions cooldown 10% faster.
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Endless Thirst
Artifact
Gear Score
725
Attribute
36
MAG
The Thirst
Healing consumables are 33% stronger, but healing potion cooldowns are 25% longer.
Empowering Toast
On Potion Drink: Gain 10% Empower for 8s (10s cooldown).
Fortifying Toast
On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).
Refreshing Toast
Potions cooldown 10% faster.
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Endless Thirst
Artifact
Gear Score
725
Attribute
36
MAG
The Thirst
Healing consumables are 33% stronger, but healing potion cooldowns are 25% longer.
Empowering Toast
On Potion Drink: Gain 10% Empower for 8s (10s cooldown).
Fortifying Toast
On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).
Refreshing Toast
Potions cooldown 10% faster.
Cut Pristine Amber
Note : Use gems for protection based on mutation type Ruby - Fire, Aquamarine - Ice, Amethyst - Void, Amber - Nature
Q1. Can I use this build without artifacts?
Q2. Why no runeglass?
Q3. Why Attuned Leather Pants? Isn't Nature's Wrath/Nimble Coat better?
Q4. Why Elemental Averion? Isn't Enchanted Ward Better?
Q1. Can I use this build without artifacts?
Q2. Why no runeglass?
Q3. Why Attuned Leather Pants? Isn't Nature's Wrath/Nimble Coat better?
Q4. Why Elemental Averion? Isn't Enchanted Ward Better?
Q1. Can I use this build without artifacts?
Q2. Why no runeglass?
Q3. Why Attuned Leather Pants? Isn't Nature's Wrath/Nimble Coat better?
Q4. Why Elemental Averion? Isn't Enchanted Ward Better?
Frost Fencer
Skill Trees
Frost Fencer
Skill Trees
Frost Fencer
Skill Trees
Frost Fencer
Abilities
Frost Fencer
Abilities
Frost Fencer
Abilities
Evade
Perform a small, reliable sidestep in your current movement direction that cancels any current activity and provides momentary invulnerability. Light attacks made during Evade are performed exceptionally fast.
Evade
Perform a small, reliable sidestep in your current movement direction that cancels any current activity and provides momentary invulnerability. Light attacks made during Evade are performed exceptionally fast.
Evade
Perform a small, reliable sidestep in your current movement direction that cancels any current activity and provides momentary invulnerability. Light attacks made during Evade are performed exceptionally fast.
Flurry
Enter a posed stance and unleash a series of 5 quick thrust attacks with each strike dealing 60% weapon damage.
Flurry can be cancelled at any time by dodging or by using another ability.
This ability has grit. (Grit prevents you from being staggered by incoming attacks.)
Flurry
Enter a posed stance and unleash a series of 5 quick thrust attacks with each strike dealing 60% weapon damage.
Flurry can be cancelled at any time by dodging or by using another ability.
This ability has grit. (Grit prevents you from being staggered by incoming attacks.)
Flurry
Enter a posed stance and unleash a series of 5 quick thrust attacks with each strike dealing 60% weapon damage.
Flurry can be cancelled at any time by dodging or by using another ability.
This ability has grit. (Grit prevents you from being staggered by incoming attacks.)
Riposte
Enter into a defensive stance for 1s. If struck during this ability, counter the attacker dealing 50% weapon damage, staggering and stunning them for 2s. You are briefly invulnerable upon a successful Riposte.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your rapier, activating this ability inflicts taunt for 4s to all foes within 5m. (Taunt causes monsters to focus only on you.)
Riposte
Enter into a defensive stance for 1s. If struck during this ability, counter the attacker dealing 50% weapon damage, staggering and stunning them for 2s. You are briefly invulnerable upon a successful Riposte.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your rapier, activating this ability inflicts taunt for 4s to all foes within 5m. (Taunt causes monsters to focus only on you.)
Riposte
Enter into a defensive stance for 1s. If struck during this ability, counter the attacker dealing 50% weapon damage, staggering and stunning them for 2s. You are briefly invulnerable upon a successful Riposte.
Taunt Gem Compatible: If you have a Carnelian gem equipped in your rapier, activating this ability inflicts taunt for 4s to all foes within 5m. (Taunt causes monsters to focus only on you.)
Ice Pylon
Place a pylon that fires ice projectiles at enemies within 20m. Projectiles deal 75% weapon damage if they hit. Ice Pylon health will be 20% of players max health. Ice Pylon creates a 1m radius frosted area around itself and lasts for 15s unless it is destroyed. Hold ability input for 1s to despawn Ice Pylon.
Cost 15 mana.
Ice Pylon
Place a pylon that fires ice projectiles at enemies within 20m. Projectiles deal 75% weapon damage if they hit. Ice Pylon health will be 20% of players max health. Ice Pylon creates a 1m radius frosted area around itself and lasts for 15s unless it is destroyed. Hold ability input for 1s to despawn Ice Pylon.
Cost 15 mana.
Ice Pylon
Place a pylon that fires ice projectiles at enemies within 20m. Projectiles deal 75% weapon damage if they hit. Ice Pylon health will be 20% of players max health. Ice Pylon creates a 1m radius frosted area around itself and lasts for 15s unless it is destroyed. Hold ability input for 1s to despawn Ice Pylon.
Cost 15 mana.
Ice Storm
Create a 5m radius storm at the target area that deals 17% weapon damage every 0.33s for 5s. The storm also creates a frosted area that slows enemies in it by 25%. (Slow reduces target's movement speed.)
(This effect cannot be dispelled.)
Cost 25 mana.
Ice Storm
Create a 5m radius storm at the target area that deals 17% weapon damage every 0.33s for 5s. The storm also creates a frosted area that slows enemies in it by 25%. (Slow reduces target's movement speed.)
(This effect cannot be dispelled.)
Cost 25 mana.
Ice Storm
Create a 5m radius storm at the target area that deals 17% weapon damage every 0.33s for 5s. The storm also creates a frosted area that slows enemies in it by 25%. (Slow reduces target's movement speed.)
(This effect cannot be dispelled.)
Cost 25 mana.
Ice Spikes
Creates a trail of spikes that start from the player and go out in a straight line for 8m dealing 61% weapon damage. The final spike is a Mighty Spike that will deal 157% weapon damage, pushing back enemies. Pressing basic attack before the path fully forms will spawn the Mighty Spike early.
Cost 15 mana.
Ice Spikes
Creates a trail of spikes that start from the player and go out in a straight line for 8m dealing 61% weapon damage. The final spike is a Mighty Spike that will deal 157% weapon damage, pushing back enemies. Pressing basic attack before the path fully forms will spawn the Mighty Spike early.
Cost 15 mana.
Ice Spikes
Creates a trail of spikes that start from the player and go out in a straight line for 8m dealing 61% weapon damage. The final spike is a Mighty Spike that will deal 157% weapon damage, pushing back enemies. Pressing basic attack before the path fully forms will spawn the Mighty Spike early.
Cost 15 mana.