Blocking refreshes the duration of Tempest Shield. 1% of Physical Damage Converted to Cold Damage, Deals (17-140) to (25-210) Physical Damage. Path of Exile Wiki is a Fandom Gaming Community. Burning enemies are dealt more damage. When this happens, it will also set off the lightning at any other markers you've cast. It periodically activates while attached, adding energy to the branded enemy. 50% Upvoted. Deals (2-334) to (7-1002) Lightning Damage. When you stop channelling, the stages decay over a duration. Fires a slow-moving projectile that pierces through enemies, dealing cold damage. Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. adds more Spell Damage to your other spells while it is in effect. This spell cannot be repeated. The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area. Creates a stationary electrical orb that frequently unleashes a splitting bolt of lightning at a nearby enemy. If the skill has no listed damage effectiveness value, any damage is added at 100% of its effect. Up to 50 Blades can be detonated this way. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it. 3% of Physical Damage Converted to Cold Damage, Void Sphere has 0.5% increased Pulse Frequency. 2% of Fire Damage Converted to Chaos Damage. 3% increased Damage while you have 5 or fewer Blades. save. "Spell Damage" redirects here. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit. The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. Smite is a melee attack skill where the user strikes an enemy or location. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further. Grants a buff adding cold damage to spells and attacks. Spell is an offensive ability that deals damage to targets based on damage defined by a skill gem. 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. So, the question is this: How does it work? A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit. Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem. Strikes enemies in front of you with a surge of flame. 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. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it. Corpses Spawned have 2% increased Maximum Life, Deals (25-682) to (37-1023) Physical Damage. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay. Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. Deals chaos damage in an area based on the amount of Doom on the triggering Hex. 2. 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. Surge of light - 50% crits allow a free, instant, non crit smite. Projectiles Pierce 0.1 additional Targets, Travels 1% reduced distance before changing forms, Throws a mine that fires projectiles around it when detonated. Targets under the wall are damaged and pushed back. Curse Skills have 2% reduced Skill Effect Duration, Trigger Doom Blast when a Hex from Supported Curse Skills ends. Up to 50 Blades can be detonated this way. Add in talents, and that's a 2 second cast 701 damage, or about 350 dps. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. As more blades are added, the damage becomes greater and more frequent. The common denominator among all of the minor skills is a 10% increase to elemental damage, which makes sense since elemental damage is the bread and butter of the Elementalist. Casts a ring of Lightning around you, followed by a larger Lightning nova. The effect ends when you have 1 life remaining.Per 1% Quality:1231% increased Burning Damage0.5% increased Area of EffectBuff Grants 1% increased Spell DamageGrants (20-39)% more Spell DamageDeals 20% of your Maximum Life as Base Fire Damage per secondYou Burn for 90% of your Maximum Life per second as Fire DamageDeals 20% of your Maximum Energy Shield as Base Fire Damage per secondYou Burn for 70% of your Maximum Energy Shield per second as Fire DamageDeals (35.8-1541.8) Base Fire Damage per second+(0-5) to radiusPlace into an item socket of the right colour to gain this skill. Critical Strike Chance: 6.00%. Casting this skill again will replace the previous orb. Like Body Armour, shields have an inherent 3% movement speed penalty. If a character doesn't have any main or offhand item, combined with not wearing any gloves, then that character is considered Unencumbered. Spell damage is one of four damage sources. They can contain up to 3 sockets and need to be equipped in the off-hand slot. A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. o 3% chance to Freeze, Shock, and Ignite. Targeting farther away causes the projectiles to spread out and land over a wider area. Channelling for longer builds up stages on the skill. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Flaming bolts rain down over the targeted area. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. I searched before and read that spell damage nodes do not affect minion damage. Smite is the staple damage spell for Holy and Discipline priestsused to fill space in the rotation while other more powerful attacks are on cooldown. The build also provides a lot of life regen whether you want it or not. Modifiers to cast speed will affect how frequently it strikes. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Creates an independently-moving vortex of ethereal blades which lasts for a duration. Lob a fiery orb that explodes as it hits the ground. This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. 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. So after +dmg, Smite would hit for (on average) 607. Channel to improve runes placed by Stormbind based on the mana you spend channelling this skill. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst. 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. Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning. Right click to remove from a socket. Discharge all the character's charges to deal elemental damage to all nearby monsters. At the speed I am hitting (350% IAS on Smite with Multistrike) and with the AoE (easy to reach 100% with Guardian ascendancy and tree) life is leeched right back to me. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. Discharge all the character's charges to deal elemental damage to all nearby monsters. Grants a buff which adds lightning damage to spells and attacks. Holy specialization - 5% crit. Casting again will queue up multiple teleportations to occur in sequence. While this spell is being concentrated on, no other Smite spell can be cast or the extended damage the target takes won't occur. 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. 2 comments. +0.05% Chance to Block Attack Damage while holding a Shield, Deals (24-284) to (36-426) Lightning Damage. Divine fury - 2 second cast instead of 2.5 which essentially makes this spell 20% increase in damage. Shares a cooldown with other Blink skills. Each wave deals damage in a series of small bursts in a line, ending with a larger burst. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area. Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them. Learn how to use this in our class guide. The skill chains, releasing another fiery orb that repeats this effect. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. Effectiveness of Added Damage: 60% Requires Level 16 Deals spell damage in a targeted area. Beams Split towards 0.1 additional targets, Deals (2-185) to (7-555) Lightning Damage. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area. This page was last edited on 16 February 2020, at 15:38. 2% of Fire Damage Converted to Chaos Damage. Launches unpredictable sparks that move randomly until they hit an enemy or expire. Spirit of redeption - 5% spirit. If there is no specific target, it will prioritise corpses over enemies. 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. title. The brand will detach if the enemy dies. A list of skill gems that deal spell damage. Deals chaos damage in an area based on the amount of Doom on the triggering Hex. The effect ends when you have 1 life remaining. Throws a trap that releases a number of flames in different directions around it when triggered. Most people agree that a HoZ is the better option though. On top of extremely high DPS from our Minions, this build offers very solid defenses thanks to Guardian's Ascendancy class. hide. 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. 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. 0.5% chance to Detonate for Double Damage instead of Chaining. I made a witch summoner and decided to check it out. At level 1 Smite does 390 damage. 0.5% increased Damage for each time this Skill has Chained, Deals (6-133) to (33-754) Lightning Damage. Projectiles gain Damage over time, dealing up to 3% more Damage by the time they dissipate. While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The Spell Damage bonus on a staff has as higher range than the same prefix on one-handed items. Enemies can be hit multiple times where these overlap. The seeds of Militant Faith is between 2000 and 10000. If the caster targets near one of their Frostbolt projectiles, it will expand from the projectile instead. A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Deals spell damage in a targeted area. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through. For the passive skill, see. Adds (4-38) to (5-56) Cold Damage to Spells. Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. 1% of Physical Damage Converted to Fire Damage, Can be Attached for a total Duration of 2.5 seconds. Modifiers to cast speed will increase how frequently it does this. Runes have 0.5% increased Area of Effect for each time they've been Improved. Create a sphere of water, or move an existing sphere and reset its duration. 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. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. Explosion deals base Fire Damage equal to 9% of the corpse's Maximum Life. Active skill gems that deal spell damage. Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. Also the Smite animation makes it easily to see if we attack a single target twice thanks to the ancestral call trick or not. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. Force of will - 5% damage and 5% crit%. The brand will detach if the enemy dies. Spell Damage is available as three different families of Item Affixes, all of which are prefixes: The Spell Damage prefix is only found on amulets. 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. 0.2% more Damage with Hits and Ailments for each stage. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. Prerequisite: 5th level, Pact of the Blade feature. Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. 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. 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