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. Related terms (easy to mix up) 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 Go back to list