Cooldowns, charges and attack speed
Spell Haste shortens cooldowns: at 100 Spell Haste they last half as long. It never brings a cooldown to zero.
Spell Haste
cooldown x 100 / (100 + Spell Haste)
The same rule sets how fast a spell with charges gets a charge back.
It does not touch the spells on your race's space and shift keys:
Dash,
Parry,
Retaliation,
Vanish. Their cooldowns stay as listed.
| Spell Haste | Cooldown length |
|---|---|
| 0 | 100% |
| 25 | 80% |
| 50 | 66.67% |
| 100 | 50% |
| 200 | 33.33% |
Attack Speed
Attack Speed starts at 1. Each point of Agility adds 0.5% to it, on top of the percent from gear and skill nodes.
A new Echo Weaver has 7 Agility, so 1.03 Attack Speed.
Phase Duelist: +0.25% per point of Strength.
Xwin Dreadhorn: +0.25% per point of Strength.
Gloom Stalker: +0.25% per point of Adventure.
Spells with charges
5 spells hold charges. The last column is the seconds one charge takes to come back.
| Spell | Seconds |
|---|---|
1 charge | 12 |
2 charges | 18 |
2 charges | 4 |
2 charges | 6 |
1 charge | 15 |