
Allegro: Gain 20% movement speed for 3 seconds on use.Light attacks during Evade are exceptionally quick.Description: Perform a sidestep, granting invulnerability mid-animation.
Heavy Puncture: Heavy attacks extend bleed's duration by 2 seconds, applying to present and future stacks. And Again: Reduces cooldown by 25% upon hitting a target. Stack increments refresh bleed's timer. Bleed deals 85% weapon damage over 12 seconds. Description: Slash targets in a 5m arc, dealing 50% weapon damage while inflicting bleed. In wars and OPR, the Rapier is now more suited to one-on-one combat, rather than as a secondary weapon while in big team fights. In theory, this shouldn't impact the Rapier's best builds as such, but rather change how you play with the Rapier. How Does This Impact Our Best Rapier Builds? Overall, these changes mean the Rapier is now more difficult to use, but potentially more rewarding in 1-on-1 situations. This changes how the Rapier works in some Expeditions. Tondo and Flourish now use Slash instead of Thrust damage.
The invulnerability window has been reduced, the counter-attack hit box is smaller, and it is now more likely to only hit one player rather than multiple. This raises the skill ceiling for Evade and makes it so the haste from Allegro can only be activated when dodging an attack, and the extra stamina from Breathe In matches this. Allegro and Breathe In no longer trigger immediately when you cast the ability, but only when you successfully evade an attack.