Disengage
General Information
Class: Mariner
Level: 5
Effects
Using this skill applies Disengage and
Disengage Speed to the Mariner.
Using this skill applies A finisher has just been used to the Mariner, which allows the use of
Re-centre. This effect is consumed by
Re-centre or the next Swordplay skill.
Skill Interactions
The following Swordplay skills empower Disengage:
Step Back and
Check-step make this skill heal the Mariner. If traited in yellow-line, it additionally heals the fellowship.
Dodge makes this skill become available to use, and grant an additional +20% Run Speed.
Debilitating Strike makes this skill grant an additional +10% Mitigations.
Trait Interactions
- The set bonus
Inspiring Presence in the Shanty-caller trait tree makes this skill Inspired to the raid within 40 metres.
- The trait
Coordinated Movement in the Rover trait tree makes this skill heal the fellowship when used after
Step Back or
Check-step.
Tracery Interactions
- Finisher Skills Reset Salt Cure makes this skill reset the active cooldown of
Salt Cure.
- Defensive Swordplay Buff Durations increases the duration of Disengage by up to 3.3 seconds.
- Swordplay Healing Potency increases the healing of this skill by up to 16.5%.
Armour Set Interactions
Equipping 2 pieces of the Umbari Armour of the Stars armour set acquired from the Depths of Mâkhda Khorbo Raid increases the duration of Disengage by 2 seconds.
Equipping both pieces of the Insignia of the Shagâni Duellist jewellery set acquired from the Legacy of Morgoth Instance Cluster makes this skill apply Lunges from the Deep to the Mariner.
Tactical Information
Disengage is most commonly used as a run speed boost, or a defensive skill. It can also be used at the onset of a fight when used after Dodge. If the Mariner is too aft-ward, using this skill followed by Re-centre is a good solution to getting back to the middle.