Execute - Helm of the first Hunter
Helm of the first Huner
Type: Helmet
+# Health
+# Spell Power
+# Execute Mastery
+# Critical rating (Crit Chance)
+# Armor
+# Defense
Execute
Critical hits deal bonus damage always; much stronger in Execute range.
Execute - Execute Mastery, Passive
Triggers: Passive - on critical hit
Critical hits deal x1.28 damage always, x1.6 in Execute range (x Legendary strength).
Full Execute kills also gain +8% strike damage per Execute kits also gain +8% strike damage per Execute piece, and stack Prey Mark (+5,5%/stack, cap 12) for a mid-fight hunt ramp.
Execute piece = one equipped Execute-school legendary (or the Apex Predator mythic). The game counts how many of these you have on, not how many gear slots you filled.
These count as Execute pieces:
EXECUTE
FINISHER
WARDBREAKER
DEATH MARK
FLURRY
COUP DE GRACE
HUNT FOCUS
OVERKILL
APEX PREDATOR (mythic)
Max is 9 pieces (8 legendaries + 1 mythic).
Execute kit = a build running a lot of those together. A full Execute kit is roughly 8–9 pieces — basically most or all of the list above.
Two bonuses scale with piece count:
Always-on strike amp: +8% strike damage per Execute piece, all fight long
8 pieces ≈ +64% strikes
9 pieces ≈ +72%
Prey Mark (needs 3+ Execute pieces): each stack gives +5.5% strike damage vs the marked target, stacking up to 12 over the fight (Execute’s mid-fight ramp, similar to a DoT build ramping).
The EXECUTE legendary’s own effect (crits hit ×1.28 always, ×1.6 in Execute range) is separate — the “per Execute piece” line is about set synergy across the whole Execute family, not that one item alone.
Execute Mastery: A stat: Instant Kill chance + extends Execute Range
Execute range: HP window (base ~35%) where Execute legendaries hit harder; shown on the health bar
Execute piece: One Execute legendary/mythic equipped
Execute kit: A build stacking many Execute pieces for the synergy bonuses
Changelog:
v1.0.8.4 - Item added to Wiki
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