Disengage
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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
| Lower-level Armour Sets |
|---|
| Level 150 |
|
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.
