Effectiveness of Added Damage: 60% Requires Level 16 Deals spell damage in a targeted area. Flaming bolts rain down over the targeted area. Channels to build up a large explosion, which is released when you stop using the skill. Throws a mine that deals damage in an area when detonated. Add in talents, and that's a 2 second cast 701 damage, or about 350 dps. Targets an area and builds up stages in that area based on cast speed. 3% of Fire Damage Converted to Chaos Damage, Explosion deals 4% increased Damage if the Corpse is Ignited, Explosion deals base Fire Damage equal to 6% of the corpse's Maximum Life. On a successful save, the spell ends. 0.5% chance to Detonate for Double Damage instead of Chaining. 1.5% increased Damage with Hits against Chilled Enemies. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. 50% Upvoted. Smite is a good skill because it frees a gem slot by not needing Melee splash, has a good damage damage effectiveness of 167% at level 21 and gives us a ton of flat damage by its aura. An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. Targets an area and builds up stages in that area based on cast speed. Sets a marker at a location. +0.5% to Chaos Damage over Time Multiplier, Deals (13-279) to (20-418) Physical Damage. Life gained on hit is a great way to leech since you can't use phys damage leech due to 100% conversion. The Void Sphere will consume the corpses of any enemies which die in its area. In addition, most wands come with an implicit modifier for increased Spell Damage. Deals (21-207) to (32-311) Physical Damage. 2 comments. Creates a wall of ice which holds back enemies. Regenerate 0.01% of Debuff Damage as Life, Deals (31.2-1503.2) Base Chaos Damage per second. Runes have 0.5% increased Area of Effect for each time they've been Improved. Smite is a melee attack skill where the user strikes an enemy or location. Creates a stationary electrical orb that frequently unleashes a splitting bolt of lightning at a nearby enemy. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Place into an item socket of the right colour to gain this skill. Sets a marker at a location. Deals (14-331) to (20-496) Physical Damage. Active skill gems that deal spell damage. Unleashes a ball of fire towards a target which explodes, damaging nearby foes. As more blades are added, the damage becomes greater and more frequent. That said, many primary DoT spells have the line "Modifiers to Spell Damage apply to this Skill's Damage Over Time effect". Searing light - 10% increased damage. The number on the mod is the seed that determines what the minor and notable passives will transform into, while the name determines which passive a Keystone in radius will transform in to. This area will creep across the ground towards nearby enemies until its duration expires. The Spell Damage bonus on a staff has as higher range than the same prefix on one-handed items. Up to 50 Blades can be detonated this way. Spirit of redeption - 5% spirit. Throws a mine that deals damage in an area when detonated, then launches fiery projectiles that rain down around it, each dealing damage in a smaller area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. Release to unleash a powerful burst of energy in a beam in front of you. 0% increased Cooldown Recovery Rate for each Normal or Magic Enemy in Area. Shocked Ground causes 0.25% increased Damage taken. 3% increased Effect of non-Damaging Ailments on Enemies, 0.25% chance to Debilitate Enemies for 1 second on Hit. 1% of Physical Damage Converted to Fire Damage, Can be Attached for a total Duration of 2.5 seconds. The explosion is not affected by modifiers to spell damage and cannot be reflected. share. 0.5% increased Damage for each time this Skill has Chained, Deals (6-133) to (33-754) Lightning Damage. Modifiers to cast speed will affect how frequently it strikes. Curse Skills have 2% reduced Skill Effect Duration, Trigger Doom Blast when a Hex from Supported Curse Skills ends. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. 1.5% increased Duration of Lightning Ailments. When you stop channelling, the stages decay over a duration. Casting again will queue up multiple teleportations to occur in sequence. It also regularly releases pulses of area damage. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies. This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. 0.5% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed. Shares a cooldown with other Blink skills. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit. While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you. Sort by. Deals chaos damage in an area based on the amount of Doom on the triggering Hex. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Smite is a melee attack skill where the user strikes an enemy or location. Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. Fluff. It explodes every 3 stages, until it reaches a maximum of 15. 1% of Physical Damage Converted to Cold Damage, Deals (17-140) to (25-210) Physical Damage. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. You and nearby Allies deal 1% increased Burning Damage, You and nearby allies gain 0.25% increased Movement Speed, You and nearby allies deal (16-109) to (23-155) additional Fire Damage with Attacks. Critical Strike Chance: 6.00%. Casts an aura that adds fire damage to the attacks and spells of you and your allies. Path of Exile Wiki is a Fandom Gaming Community. Spell is an offensive ability that deals damage to targets based on damage defined by a skill gem. hide. Righteous FireRighteous FireSpell, AoE, FireRadius: 18Can Store 1 Use(s)Cooldown Time: 0.30 secRequires Level 16Engulfs you in magical fire that rapidly burns you and nearby enemies. A chilling circle of ice expands from the caster. The brand will detach if the enemy dies. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay. This spell cannot be repeated. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.- Chilling Area has 2% increased Movement Speed. An icy projectile which has a chance to freeze enemies it passes through. Adds (4-38) to (5-56) Cold Damage to Spells. A number of smaller explosions occur around this area in quick succession after the first. A successful Will saving throw reduces damage to half and negates the blinded effect. Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them. The explosion is not affected by modifiers to spell damage and cannot be reflected. 1.5% increased Duration of Lightning Ailments. A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. report. Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground. Keep in mind that there is no Holy Resistance, too, so fewer resists than a comparable damage spell of another school. Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Creates an independently-moving vortex of ethereal blades which lasts for a duration. Hexblast has 0.5% chance to not remove a Hex. Corpses Spawned have 2% increased Maximum Life, Deals (25-682) to (37-1023) Physical Damage. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it. Each effect hits enemies caught in their area with Lightning Damage. The Witch's Ascendancy classes are Necromancer, Elementalist, and Occultist. Create a sphere of water, or move an existing sphere and reset its duration. You are healed for a portion of the debuff damage. adds more Spell Damage to your other spells while it is in effect. Deals (34-371) to (102-1114) Lightning Damage. Burning enemies are dealt more damage. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it. So after +dmg, Smite would hit for (on average) 607. Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). 1% chance for Brands to Attach to a new Enemy each time they Activate, Can be Attached for a total Duration of 5 seconds. Deals (2-334) to (7-1002) Lightning Damage. The projectile fades quickly, reducing damage and freezing chance until it dissipates. Deals (14-331) to (20-496) Physical Damage. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. Deals spell damage in a targeted area. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it. While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you. 3% of Fire Damage Converted to Chaos Damage, Explosion deals 4% increased Damage if the Corpse is Ignited, Explosion deals base Fire Damage equal to 6% of the corpse's Maximum Life. Targets under the wall are damaged and pushed back. Each wave deals damage in a series of small bursts in a line, ending with a larger burst. Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides. Summons a totem that shakes the earth around it, knocking back and damaging nearby enemies, Deals (33-362) to (65-672) Physical Damage, Spell Skills have 5% increased Area of Effect, Spell Skills have 10% increased Area of Effect, 20% increased Critical Strike Chance for Spells, 25% increased Critical Strike Chance for Spells, 15% increased Critical Strike Chance for Spells, +15% to Critical Strike Multiplier for Spells, +30% to Critical Strike Multiplier for Spells, 60% increased Critical Strike Chance for Spells, 45% increased Critical Strike Chance for Spells, 30% increased Critical Strike Chance for Spells, +10% to Critical Strike Multiplier for Spells, 10% increased Spell Damage while Dual Wielding, +2% Chance to Block Spell Damage while holding a Shield, 10% increased Spell Damage while holding a Shield, +2% Chance to Block Attack Damage while wielding a Staff, 10% increased Spell Damage while wielding a Staff, 60% increased Energy Shield from Equipped Shield, Minions have +10% Chance to Block Attack Damage, +4% Chance to Block Attack Damage while holding a Shield, 15% increased Spell Damage while wielding a Staff, 16% increased Spell Damage while Dual Wielding, +6% Chance to Block Attack Damage while wielding a Staff, 10% chance to Poison on Hit with Spell Damage, 8% increased Spell Damage while Dual Wielding, 0.3% of Spell Damage Leeched as Energy Shield, 0.4% of Spell Damage Leeched as Energy Shield, 10% increased total Recovery per second from Energy Shield Leech, Spell Skills have +5% to Damage over Time Multiplier for Poison, 12% increased Spell Damage while holding a Shield, 8% increased Spell Damage while holding a Shield, 4% increased Spell Damage per Power Charge, 12% increased Spell Damage while wielding a Staff, 5% increased Spell Damage per 5% Chance to Block Attack Damage, 0.6% of Spell Damage Leeched as Energy Shield, 0.8% of Spell Damage Leeched as Energy Shield, 15% chance to Poison on Hit with Spell Damage, 25% increased Damage while wielding a Wand, 8% of Damage is taken from Mana before Life, Chance to Block Spell Damage is equal to Chance to Block Attack Damage, If you've Blocked in the past 10 seconds, you, Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell, 40% increased Spell Damage while you have Arcane Surge, 30% increased Spell Damage if you've Cast a Spell Recently, Immune to Elemental Ailments while Phasing, Cannot be Stunned while you have Ghost Shrouds. 2% of Physical Damage Converted to Cold Damage. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it. Projectiles Pierce 0.1 additional Targets, Travels 1% reduced distance before changing forms, Throws a mine that fires projectiles around it when detonated. 1% of Lightning Damage Converted to Chaos Damage, Deals (26-246) to (78-737) Lightning Damage. It doesn't matter what runeword you put in the shield- a Sacred Rondache Exile will do the same amount of (smite) Damage than a Sacred Rondache Dream. Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning. Throws a mine that deals damage in an area when detonated. When this spell deals damage, if your Lingering Blades or Blade Vortex blades are nearby, it will detonate them, dealing damage again in an area around them. Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them. Launches shards of ice in rapid succession. The Void Sphere will consume the corpses of any enemies which die in its area. Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. Creates a sudden burst of cold around you, damaging enemies. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area. Modifiers to cast speed will increase how frequently it does this. Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Path of Exile Wiki is a Fandom Gaming Community. 2% increased Damage when Cast on Frostbolt, An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. For the passive skill, see. Divine fury - 2 second cast instead of 2.5 which essentially makes this spell 20% increase in damage. 2% increased Damage if firing at least 7 Projectiles. Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands. o 10% increased Elemental Damage. If a character doesn't have any main or offhand item, combined with not wearing any gloves, then that character is considered Unencumbered. 0.5% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed. +0.05% Chance to Block Attack Damage while holding a Shield, Deals (24-284) to (36-426) Lightning Damage. These projectiles quickly dissipate as they travel, before disappearing. This spell cannot be repeated. Smite has a damage coefficient of 71.4%. Modifiers to cast speed affects how frequently it releases waves. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area. Enemies that die while in the area have a chance to grant Frenzy Charges. 0% increased Cooldown Recovery Rate for each Normal or Magic Enemy in Area. Targeting farther away causes the projectiles to spread out and land over a wider area. The projectile fades quickly, reducing damage and freezing chance until it dissipates. The "enemy takes 14% increased phys damage will NOT work, because the damage will be converted to lit, before they take any damage. After a short duration, lightning strikes the marker, dealing damage around it. So, the question is this: How does it work? Using a lightning skill while inside the orb's cloud unleashes additional bolts. 1 Mechanics 2 Types of shields 3 List of Shields 3.1 Armour Shields (Strength) … A chilling circle of ice expands from the caster. Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. This effect will chain to your other nearby skeletons. 0.25% chance for Lightning to Strike the Marker when Cast, Deals (21-510) to (38-947) Lightning Damage. 0.5% chance to Detonate for Double Damage instead of Chaining. The skill chains, releasing another fiery orb that repeats this effect. Channels to build up a large explosion, which is released when you stop using the skill. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets. On top of extremely high DPS from our Minions, this build offers very solid defenses thanks to Guardian's Ascendancy class. It periodically activates while attached, causing a fiery meteor to fall from the sky. Fires a slow-moving projectile that pierces through enemies, dealing cold damage. Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. They can contain up to 3 sockets and need to be equipped in the off-hand slot. Using a lightning skill while inside the orb's cloud unleashes additional bolts. Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. A list of skill gems that deal spell damage. Creates a magical brand which can attach to a nearby enemy. Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. This page was last edited on 13 March 2018, at 09:27. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. If there is no specific target, it will prioritise corpses over enemies. Up to 50 Blades can be detonated this way. Active skill gems that deal spell damage. Effectiveness of Added Damage: 60% Requires Level 16 Deals spell damage in a targeted area. Up to 50 Blades can be detonated this way. Sacrifices 0.05% of Skeleton's Life to deal that much Chaos Damage, Sacrifices 6% of Skeleton's Life to deal that much Chaos Damage. 2% of Fire Damage Converted to Chaos Damage. I made a witch summoner and decided to check it out. Freezes enemies as though dealing 5% more Damage. Adds (4-38) to (5-56) Cold Damage to Spells. Force of will - 5% damage and 5% crit%. Adding damage via support gems like Added Lightning / Cold / Chaos, Heralds of Ice / Thunder or additional attack damage from gear applies the specified value to the skill's base at damage effectiveness percentage listed on the skill. Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. Targeting farther away causes the projectiles to spread out and land over a wider area. Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire. 0.5% chance to also create Consecrated Ground around you, Consecrated Ground applies 0.25% increased Damage taken to Enemies, 1% increased Effect of Consecrated Ground. This is a Support Gem. Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. The skill chains, releasing another fiery orb that repeats this effect. If a Hex was removed this way, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way. A targeted corpse explodes, dealing area damage and turning into a volcanic geyser, which will repeatedly unleash projectiles sequentially over the surrounding area for a duration. Projectiles have 0.5% chance to be Supercharged, Deals (3-22) to (48-426) Lightning Damage. Discharge all the character's charges to deal elemental damage to all nearby monsters. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies. New comments cannot be posted and votes cannot be cast. This is a Support Gem. The seeds of Militant Faith is between 2000 and 10000. Deals chaos damage in an area based on the amount of Doom on the triggering Hex. Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. Every hit creates a circle as secondary effect that damages all enemies inside its area with damage (not only lightning damage but all sorts of damage) and grants a temporary aura that grants added lightning damage and shock chance. Enemies that die while in the area have a chance to grant Frenzy Charges. Cast Speed and Spell Critical Strike Chance, Spell Critical Strike Chance and Critical Ignite Damage Multiplier, Shield Spell Block and Elemental Resistances with a Shield, Dual Wield Spell Damage and Attack and Cast Speed, Dual Wield Spell Damage and Movement Speed, Shield Spell Damage, Block Recovery and Energy Shield, https://pathofexile.gamepedia.com/Spell?oldid=591952. Your spell damage is substantially increased while under this effect. 3% of Physical Damage Converted to Cold Damage, Void Sphere has 0.5% increased Pulse Frequency. Right click to remove from a socket. 0.5% chance to also create Consecrated Ground around you, Consecrated Ground applies 0.25% increased Damage taken to Enemies, 1% increased Effect of Consecrated Ground. 2% increased Damage if not Consuming a Corpse. An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. Holy specialization - 5% crit. By this, I mean whether it can be evaded or not. Launches unpredictable sparks that move randomly until they hit an enemy or expire. Strikes enemies in front of you with a surge of flame. It also regularly releases pulses of area damage. Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it. Casting this skill again will replace the previous orb. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through. Spell damage is one of four damage sources. This spell removes some life from one of your Skeleton minions near you or the targeted location to deal chaos damage in an area around it. Fires a slow-moving projectile that pierces through enemies, dealing cold damage. They explode when landing, dealing damage to nearby enemies. The brand will detach if the enemy dies. 2% of Lightning Damage Converted to Chaos Damage, Deals (1-63) to (20-1198) Lightning Damage. This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. If targeting a corpse, the corpse will also explode, dealing damage around it that is not affected by modifiers to spell damage, and cannot be reflected. Discharge all the character's charges to deal elemental damage to all nearby monsters. When this happens, it will also set off the lightning at any other markers you've cast. This damage is not affected by modifiers to spell damage. The damage inflicted by this skill is not affected by modifiers to spell damage. Modifiers to the skill's duration will also affect the delay between these strikes. Only one Wave of Conviction can be active at a time. 8 Searing Smite Searing Smite is a first-level evocation spell that you can cast as a bonus action and causes your next successful weapon attack to deal 1d6 additional fire damage and ignite the target in flames. Corpse is not affected by modifiers to spell damage which will cause other runes to detonate in beam... To enemies around it for a duration your other nearby enemies near where you target projectiles a... Will scale with attackspeed more then anything else enemy in area sparks all! The main beam chains it will prioritise corpses over enemies ends, it will set. 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