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Guides/Cooldowns, charges and attack speed

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 HasteCooldown length
0100%
2580%
5066.67%
10050%
20033.33%

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.

SpellSeconds
Frost Glide
1 charge
12
Hunter's Trap
2 charges
18
Quick Jab
2 charges
4
Shadow Daggers
2 charges
6
Spawn Forest Heart
1 charge
15
Bleeding, Burning and Poison damageHealth, Concentration, Stamina and Rage
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