MECHANICS OF AILMENTS EXPLAINED + example hybrid build (unfinished, 4mil crits, 178 done)

Ailment builds are by far the strongest builds in Wolcen. For some of those who had any success with them, they seem to be the only viable builds in Wolcen...;) Whether it is due to the fact that they are "broken" or that the other builds are vastly underpowered - is beyond the scope of this write-up. This is to clarify the mechanics of ailments for those who have trouble grasping this concept.


The WHAT and the WHY

Ailments are status effects you have a chance to apply on an enemy upon hitting them (or by a few other means). The difference between Wolcen and other aRPGs is that in Wolcen ailments stack, and the number of stacks sitting on an enemy at a given time influences various mechanics. Naked character will apply - if Ailment Chance roll is successful - 1 ailment stack with one hit up to the maximum of 10 stacks. Upon unlocking relevant passives from the Cabalist and Timeweaver tree, your character can apply up to 30 stacks of ailments of one type on one enemy, and apply multiple stacks with one hit. There are seven stackable types of ailments:

  • Shock (from Lightning)
  • Burn (from Fire)
  • Bleeding (from Rend)
  • Poison (from Toxic)
  • Stasis (from Aether)
  • Cursed (from Shadow)
  • Weakened (from Sacred)

(On the margin, 1) the first four also deal DoT, 2) Stun in Freeze are omitted as they do not stack.)

So if you can apply ailments of all 7 types, it means you can potentially stack 30x7=210 stacks of ailments on one enemy. This multiplies damage enemies receive from skills such as Bleeding Edge and Bladestorm. Furthermore, killing an enemy with stacked ailments will activate a buff from the Cabalist passive Immortal Offering, multiplying your damage even further. This is a big part of the WHY. Now let's move on to...


The HOW

This is a quick checklist of the things every ailment build should do:

  • take every node giving "+X Max Ailment Stacks" (Cabalist and Time Weaver trees)
  • take every passive (main node) from Cabalist tree (except, optionally, Primordial Insights; it's not critical but it's also good as you will inevitably stack decent levels of DoTs as well)
  • keep your Ailment Chance high through relevant bonuses (lack of which can be made up for by a small Wisdom dump - reluctantly - because full Ferocity dump is always best)
  • take a skill as your main that has a modifier "Increasing damage per Ailment stack" (99% of the time - Bleeding Edge)
  • take a variety of skills from different damage types that apply different ailments
  • adjust flat damage bonuses on gear in accordance to the skills you chose

Now, that last thing often confuses many players. It's important to know that ailments are only applied by the skill's highest damage type (or two highest with Cabalist's Grievous Afflictions). This is important because many items have flat damage bonuses "X Damage added to Attacks" and "to Spells" which can contaminate ailments you want to apply with your skills. For example, Bulwark of Dawn with Sacred Grounds modifier deals Sacred Damage and applies Weakness by default. However, with too much "X Fire Damage to Spells," Fire value on Bulwark of Dawn will exceed Sacred, and it will no longer apply Weakness but Burn. By careful adjustment of flat damage bonuses to Attacks and to Spells on your gear, you make sure your skills consistently apply the variety of ailments you want them to apply - ideally all 7. It is especially important when you add Grievous Afflictions into the equation which adds another type of ailment to be applied by a skill's second highest damage value.

What's more, the damage type deciding what ailments your skills apply must come from the flat damage portion of the skill, not weapon damage. For example, let's say Bleeding Edge deals 250% weapon damage and 1000 Rend Damage. Only Rend will apply its ailment - Bleeding. Damage types included in the weapon damage portion will not apply their ailments through Bleeding Edge. Therefore, your weapon's base damage as well as gems (with X Damage added to Attacks) put on your weapon do not contribute to ailments (unless you wanna autoattack which - in Wolcen - you don't).


EXAMPLE BUILD

https://wolcen-universe.com/builds/Ox4pnO-elemental-be-ailment-hybrid-(work-in-progress)

Here's a build - work in progress - I've carried to lvl78, Expeditions 178 so far. It deals 4mil crits already with mediocre gear (first char with no crafting attempts yet, zero uniques and still a few yellows) and 5th skill slot still locked (only 6 stacks so far). It uses Consuming Embers and Thunderstrike for ailments of course but also for global dmg buffs which illustrates the importance of stacking flat damage from gear. These buffs from CE and Thunderstrikes contaminate all skills with Burn and Shock. But Shadow and Sacred to Spells on gear is high enough to exceed them and get applied very consistently.

The next step for the build will be getting the 7th ailment type which will empower the build a lot. The easiest solution at this point would be Toxic Emanation which does not work. Plagueburst is also problematic because it would require some Toxic to Spells to exceed the global Fire/Lightning buffs. Hope this illustrates the issue.

Thanks for reading. Please feel free correct if anything is wrong.

Replies: 11

Created: 4 years, 2 months ago

Category: Gameplay

Thank you very much for explaining this!

Created: 4 years, 2 months ago

Great guide, thank you !!

Created: 4 years, 2 months ago

what stats should i be looking for in gear? I would like to try an ailment build, but i have no idea what i'm looking for when it comes to gear

Created: 4 years, 2 months ago

Hello,
I thought you can only apply two different alignments to enemies? The two highest you have? "By careful adjustment of flat damage bonuses to Attacks and to Spells on your gear, you make sure your skills consistently apply the variety of ailments you want them to apply - ideally all 7" thats what you said? I am confused because I am making a bladestorm alignment build right now so I am lost..

Created: 4 years, 2 months ago

Hello. Thank you for clarifying some things.
A few questions though.
If i for an example have a ring with: "10 Lightning damage to ATTACKS", what counts as "attacks"?
Do you have any examples, or is it just the autoatk to apply Shock?
I mean if this is true, "10 Lightning damage to spells" would almost always be better?

Created: 4 years, 2 months ago

what stats should i be looking for in gear?

It's kinda easier to list stats that you don't need (anything Force Shield, anything regen, anything dodge, etc.). But let's see...

  • Most powerful offensive stat is imo X Damage added to Attacks as it scales with Bleeding Edge to ridiculous numbers
  • You need crits: %crit dmg, %crit chance, Ferocity - aim at 40-60% crit chance on your main skill. 40% is decent, 50 is good, more than 50 is kickass (check out the skill tooltip).
  • You need %ailment chance (so that you save points on Wisdom and put as much as you can in Ferocity) - more than 40% ailment chance on you skills is very good
  • But to make a build functional you need energy sustain so Rage cost reduction and - for mage hybrids - Rage/Willpower transfer is a must.
  • Defense - health, resistance, %resistance score
  • you don't say no to a good ol' +%dmg
  • at higher levels slow animation speed will piss you off (and kill you, often) so attack speed is also not completely useless later on


    I thought you can only apply two different alignments to enemies?

Yes, with one skill. You need to use different skills with different ailments to apply all seven.


If i for an example have a ring with: "10 Lightning damage to ATTACKS", what counts as "attacks"?

Everything that has weapon damage and costs Rage is an "Attack." Bleeding Edge is an "Attack." Everything that is Staff/Catalyst related and deals damage is a "Spell."


"10 Lightning damage to spells" would almost always be better?

To Attacks is better as a pure offensive stat as it boosts your Bleeding Edge. But to Spells is also useful - of you're a Catalyst guy - as you can manage ailment types on your spells with it - but not really as a dmg source.

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

what stats should i be looking for in gear?

It's kinda easier to list stats that you don't need (anything Force Shield, anything regen, anything dodge, etc.). But let's see...

  • Most powerful offensive stat is imo X Damage added to Attacks as it scales with Bleeding Edge to ridiculous numbers
  • You need crits: %crit dmg, %crit chance, Ferocity - aim at 40-60% crit chance on your main skill. 40% is decent, 50 is good, more than 50 is kickass (check out the skill tooltip).
  • You need %ailment chance (so that you save points on Wisdom and put as much as you can in Ferocity) - more than 40% ailment chance on you skills is very good
  • But to make a build functional you need energy sustain so Rage cost reduction and - for mage hybrids - Rage/Willpower transfer is a must.
  • Defense - health, resistance, %resistance score
  • you don't say no to a good ol' +%dmg
  • at higher levels slow animation speed will piss you off (and kill you, often) so attack speed is also not completely useless later on


    I thought you can only apply two different alignments to enemies?

Yes, with one skill. You need to use different skills with different ailments to apply all seven.


If i for an example have a ring with: "10 Lightning damage to ATTACKS", what counts as "attacks"?

Everything that has weapon damage and costs Rage is an "Attack." Bleeding Edge is an "Attack." Everything that is Staff/Catalyst related and deals damage is a "Spell."

R…

ya1 Original Comment

Thank you for the info.
Might get rough to get 50% Crit chance, 40% ailment chance and also have the health to not get totally dumpstered when i get to high lvl expeditions :)

I also thought that transfertime between rage and willpower was good even if you only use skills that use ragecost, and generate rage only?
It should still go up faster, or have i misunderstood?

Also, to see if an Ailmenttype overrides another due to gear, i have to look at the skill itself? (where the mods are)
What ailmenttype/chance is first, and what is second on the list?

Created: 4 years, 2 months ago

Super explanation!
Let me understand this case:

i have a stasis oriented build (+aether in time weaver/+occult in abyssal shaper)
lets say i have 20 max Stacks, so in best case stack 20 times the Stasis effect. Each stack 1 Stasis AIlment effect happened.
The node "Wich time cannot heal" use now this 20 Stasis effects 2x with 150% ???

Nodes like "Primordial Insights" or "+50 Ailment thats no dmg over time " is useless and negative for Stasis cause its not DoT, right?
Mostly i wonder about that freeze should not stack...now i have to check what Damage a stasis effect does


thanks a lot!

Created: 4 years, 2 months ago

Thank you for the info.
Might get rough to get 50% Crit chance, 40% ailment chance and also have the health to not get totally dumpstered when i get to high lvl expeditions :)

I also thought that transfertime between rage and willpower was good even if you only use skills that use ragecost, and generate rage only?
It should still go up faster, or have i misunderstood?

Also, to see if an Ailmenttype overrides another due to gear, i have to look at the skill itself? (where the mods are)
What ailmenttype/chance is first, and what is second on the list?

ItIsReal Original Comment

These are deep endgame goal values so don't worry.

Transfer time is when you use Willpower, used Willpower changes to Rage and vice versa. Idk about full Rage builds. I only play hybrids. But the guy who made a 20 mil crit S&B BE+Bladestorm build says to take it.

Yeah, you can check what ailments are currently being applied as well as the chance in the skill tooltip. But the tooltip is known to be a little bugged sometimes. The most reliable method is checking the Immortal Offering buff icons after killing a mob.

Created: 4 years, 2 months ago

I don't understand how you are ever applying even close to 210 ailment stacks.

Base application is 1 ailment.
Grievous Affliction boosts that to 2 ailments
Insidious Decay adds +2 stacks.
Power of the First Men has a chance to double.
So an average ailment proc will inflict 9 ailments.
(2 separate ailments, each successful roll applies 3 stacks, 50% chance to double, so on avg 4.5 stacks multiplied by 2 ailments)

Assuming 2 fireball casts per second and a 50% ailment proc chance, you are applying 9 ailments per second. This by itself doesn't even come remotely close to 210.

How are so many ailments being applied?

Created: 4 years, 1 month ago

It is possible but certainly not from skills (spells) which are projectiles and from those that inflict DOT. Each tick adds additional stacks of ailments.
You need to find a combination of skills that, if you call in the right order, will allow you to do damage at least a few times in the first few seconds.
- if a single stack lasts 5 seconds and refreshes after applying another,
- if a single hit allows (only from the bonus from the passive skill tree) to put four (4) stacks on a single hit
- if you apply DOT skills (hit every second or more often)
then by following this line of reasoning you will realize that your colleague is right and it is indeed possible to impose so many stacks and even maintain the maximum state of 30 from each type for some time.

The question, however, is it worth putting all 7? :) Those four that deal damage are definitely worth it but assuming the application of freezing there does not have to be a need to apply stasis which significantly (probably 35%) slows down (and vice versa).

At the moment I put all 7 and after casting the last skill on the bar I see that I have at least 5 stacks on mobs (you know - Immortal Offering shows it).

Created: 4 years, 1 month ago

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