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Riddle of Earth: Duration - 20 seconds. Activates Fists of Earth. Refreshes Greased Lightning. Causes your damage-increasing effects to enhance the effectiveness of Fists of Earth. (In other words, with Twin Snakes and Greased Lightning III active you gain 50% mitigation and your refreshed Greased Lightning may last up to 27.7 seconds, Twin Snakes, Dragon Kick, and Internal Release may last up to 26 seconds, and status effects against you to fade 73.3% faster. This effect does not snapshot.)
The Breaker's Resolve: Instant. 5 yalm range. Returns the damage absorbed by Fists of Earth over the course of Riddle of Earth upon your target. Damage to be dealt will not exceed half of your maximum HP. Consumes Riddle of Earth.
The idea here is simple. You get a better Fists of Earth (see above), which itself has synergy with other aspects of gameplay. And then you get to punch people with it.
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Riddle of Fire: Duration - 20 seconds. Activates Fists of Fire. Refreshes Greased Lightning. Causes all attacks to deal an additional 15% of their damage as a periodic effect, Fury of Fire, over 6 seconds. All attacks against an affected target consume the entirety of this periodic effect for bonus damage, with which to create further periodic damage. Auto-attacks and other sources of periodic damage augment Fury of Fire by 15% of their damage without consuming the effect.
Additional Effect: Changes to Crimson Lotus upon activation.
Crimson Lotus: Instant. 2-GCD recast time. 5 yalm range. Detonates any Fury of Fire effect on the target for 115% of its damage to the target and all enemies within 5 yalms thereof. Does not generate Fury of Fire.
The idea behind this is ramping and gambling. The more high-damage hits you can chain together, the more that 15% damage bonus ramps up. You'd generally want to go ahead and blow it, though, via Crimson Lotus before a rotationally low-damage hit (e.g. Demolish).
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Riddle of Wind: Duration - 20 seconds. Activates Fists of Wind. Refreshes Greased Lightning. For every 5 relative potency of damage dealt, you generate a count of Windform. Windform: Your next ability of potency equal to or less than your Windform will be ready to recast 50% more quickly and will consume no resources. Potencies higher than Windform will have a chance to generate this effect proportionate to the difference. Abilities with potencies lower than your Windform will be ready to recast proportionately sooner. Each ability consumes Windform equal to half its potency.
Double of Wind: Instant. 2-GCD recast. 5 yalm range. Duplicates your last weaponskill dealt as an ability for half its potency.
This is the trickiest of the three, probably involving the most risk, and quite likely the most reward. At best, (at 330 Windform generated) it can even guarantee that Tornado Kick may be used without consuming GL3. The trick here is that attacks which consume Windform still contribute to Windform, and there's a good 50+% difference between relative potency and base potency. For instance, let's say you take advantage of the 3 seconds of lingering time on Riddle of Fire after changing to Fists of Wind (so, both Riddles up simultaneously) to Tornado Kick into a Snap Punch into Perfect Balance to recover that GL3. That's 594 relative potency already, multiplied if Critical, giving ~120 Windform, meaning that you can already blow a Shoulder Tackle for a 36% recast time (.5 * (100/120)*.9 from Fists of Wind) which itself can generate 30 more Windform at the cost of 50, made nearly free by any given weaponskill. As you become more able to afford higher potency oGCDs, you can start throwing in stronger and stronger abilities for free, or save up for a free Tornado Kick, etc. *Yeah... still working on this one.