Flicker
Flicker[edit | edit source] | |
|---|---|
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| Rogue - Active - Movement - Teleport | |
| Energy Cost | 25 (Initial) |
| Cooldown | 12s |
| Use Time | 0.25s |
| Crit Chance | 5% |
| Ailment Chance | 5% |
|
Dash 8m in target direction dealing 13 Pierce Damage to enemies you pass through. | |
Flicker is an Active Rogue Mastery Skill in Titan Quest 2 (TQ2) that dashes you through enemies, dealing Pierce Damage along the way. It has strong synergy with Mark-based builds and benefits from repositioning and burst setups.
This Skill is available after spending 18 Divinity Points in Rogue Mastery Divinity.
Titan Quest 2 Flicker Guide
- Use Flicker to initiate combat or escape threats. Its quick activation time (0.25s) and mobility make it excellent for repositioning in high-density fights.
- Flicker pairs exceptionally well with
Mark Focus
and
Mark Refresh
for assassin-style combos on high-priority targets. - Try
QuickSlash
to reduce travel distance and turn Flicker into a short-range combo tool with increased damage frequency. - Can be used alongside
Vanish
to chain speed buffs and repositioning. - Combos well with Poison or Vitality Damage builds using
Doom
,
Flow Gain
, and
Rupture
modifiers.
Titan Quest 2 Flicker Modifiers
Modifiers in Titan Quest 2 can change the way that certain skills work, and each one requires a certain amount of Capacity in order to slot it. Max Capacity increases as you place more and more Skill Points into any given skill, allowing you to slot more Modifiers to further improve the chosen skill.
Flicker has a maximum Capacity of 10. Each rank of a Modifier costs a certain amount of Capacity. It would take 2 Capacity to slot both ranks of Cooldown Charge, for example.
| Modifier | Capacity | Ranks | Effect |
|---|---|---|---|
| 1 | 10 | 10% more Damage. | |
| 1 | 5 | 50% more Critical Hit Chance. | |
| 1 | 5 | On hit 15% Rupture Chance.
Rupture deals 10% of target’s Max Health as True Damage. Only triggers once every 0.4s. | |
| 1 | 5 | Deals 30% more Damage to Channeling or Incapacitated enemies. | |
| 1 | 5 | Applies 1 Doom to enemies passed through in a 2m area.
Doom stacks up to 20 and lasts 3s. | |
| 1 | 5 | Deals 15% more Damage against your Mark. | |
| 2 | 1 | When you hit your Mark, gain Flow.
+3s Base Cooldown Duration. | |
| 1 | 3 | When this ability hits your Mark, recover 15% Cooldown. | |
| 2 | 2 | Gain +1 Cooldown Charge.
+3s Base Cooldown Duration. | |
| 1 | 5 | Deals 100% Weapon Damage instead.
50% less Travel Distance. 40% less Cooldown Duration. Requires Melee Weapon. |
Rogue Mastery Active Skills
