2% increased Damage when Cast on Frostbolt, An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. 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. 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. Force of will - 5% damage and 5% crit%. And is the lightning considered a spell? They can contain up to 3 sockets and need to be equipped in the off-hand slot. Unleashes a ball of fire towards a target which explodes, damaging nearby foes. Creates an independently-moving vortex of ethereal blades which lasts for a duration. This is not a relationship between “this is not the other”! 2% increased Area of Effect while Channelling. They explode when landing, dealing damage to nearby enemies. Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them. Burning enemies are dealt more damage. Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. 1% of Lightning Damage Converted to Chaos Damage, Deals (26-246) to (78-737) Lightning Damage. Each effect hits enemies caught in their area with Lightning Damage. Deals (1-37) to (19-707) Lightning Damage. This is a Support Gem. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. It also regularly releases pulses of area damage. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. Hitting and killing enemies with Dominating blow will Summon up to 18 powerful Minions to fight for us. 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. 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. An icy projectile which has a chance to freeze enemies it passes through. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. Release to detonate the targeted rune, which will cause other runes to detonate in a chain reaction. This page was last edited on 13 March 2018, at 09:27. In the Priest Specialization Abilities category. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages. Only one Wave of Conviction can be active at a time. Deals chaos damage in an area based on the amount of Doom on the triggering Hex. 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. As long as you have a bow with some sort of chaos or poison damage scaling, Toxic Rain becomes one of the … 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. Deals (18-466) to (54-1399) Lightning Damage. Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Smite deals 50% increased damage. Using a lightning skill while inside the orb's cloud unleashes additional bolts. Critical Strike Chance: 6.00%. If the skill has no listed damage effectiveness value, any damage is added at 100% of its effect. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. 1.5% increased Duration of Lightning Ailments. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. Reading some more, I found that you apparently cannot use non-warlock spell slots for Eldritch Smite (an asymmetry with the Paladin's Divine Smite that doesn't make any sense at all to me). 1% chance for Brands to Attach to a new Enemy each time they Activate, Can be Attached for a total Duration of 5 seconds. A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. Right click to remove from a socket. The damage inflicted by this skill is not affected by modifiers to spell damage. 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. Each wave deals damage in a series of small bursts in a line, ending with a larger burst. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it. Fires a slow-moving projectile that periodically damages enemies in an area around it with bolts of lightning. Adds (4-38) to (5-56) Cold Damage to Spells. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Shields are an item class of armour equipment. 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. The cooldown can be bypassed by expending a Frenzy Charge. 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. Corpses Spawned have 2% increased Maximum Life, Deals (25-682) to (37-1023) Physical Damage. Creates a sudden burst of cold in a targeted area, damaging enemies. When you stop channelling, the stages decay over a duration. Fires a slow-moving projectile that pierces through enemies, dealing cold damage. Discharge all the character's charges to deal elemental damage to all nearby monsters. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area. So after +dmg, Smite would hit for (on average) 607. Shares a cooldown with other Blink skills. The brand will detach if the enemy dies. Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. Creates a crystal that pulses with cold for a duration. 0.2% more Damage with Hits and Ailments for each stage. Buff grants 0.75% increased Lightning Damage, Buff grants (2-19) to (7-76) Added Spell Lightning Damage. 0.5% chance to Detonate for Double Damage instead of Chaining. At level 18 it does 1,000 damage. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. It explodes every 3 stages, until it reaches a maximum of 15. A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. Only one Wave of Conviction can be active at a time. When you stop channelling you release a wave of fire damage over a wide and long area that will apply a powerful Ignite. Deals (18-466) to (54-1399) Lightning Damage. Shares a cooldown with other Blink skills. Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire. 0% increased Cooldown Recovery Rate for each Normal or Magic Enemy in Area. Your spell damage is substantially increased while under this effect. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. However; I could only find discussions in other forums about this that were a year ago or older. You are healed for a portion of the debuff 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. A list of skill gems that deal spell damage. Launches shards of ice in rapid succession. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. 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. Modifiers to cast speed will increase how frequently it does this. Creates a sudden burst of cold in a targeted area, damaging enemies. adds more Spell Damage to your other spells while it is in effect. Modifiers to cast speed affects how frequently it releases waves. Hexblast has 0.5% chance to not remove a Hex. Your spell damage is substantially increased while under this effect. 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. Prerequisite: 5th level, Pact of the Blade feature. 2% of Fire Damage Converted to Chaos Damage. Curse Skills have 2% reduced Skill Effect Duration, Trigger Doom Blast when a Hex from Supported Curse Skills ends. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. This will continue to target other corpses in the area, with an increasing delay between each one, until it runs out of corpses or has destroyed 22 corpses. Deals (1-24) to (11-454) Lightning Damage. Deals (2-334) to (7-1002) Lightning Damage. Launches unpredictable sparks that move randomly until they hit an enemy or expire. o 3% chance to Freeze, Shock, and Ignite. While this spell is being concentrated on, no other Smite spell can be cast or the extended damage the target takes won't occur. Release to unleash a powerful burst of energy in a beam in front of you. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. Strikes enemies in front of you with a surge of flame. Has a higher chance to critically strike Shocked enemies. Sets a marker at a location. The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area. Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. Fires an arc of knives in front of the caster which deals physical damage. Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem. If there is no specific target, it will prioritise corpses over enemies. Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Maim support. 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. Casts a ring of Lightning around you, followed by a larger Lightning nova. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. 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. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected. Freezes enemies as though dealing 5% more Damage. Casting again will queue up multiple teleportations to occur in sequence. Discharge all the character's charges to deal elemental damage to all nearby monsters. Mana Cost: (6-16) Cast Time: 0.50 sec. Targeting farther away causes the projectiles to spread out and land over a wider area. Fluff. New comments cannot be posted and votes cannot be cast. Spell damage doesn't inherently increase the damage of DoTs applied by spells, as DoT is fundamentally a different damage type to spell damage. By that RAW interpretation, the rule could be defined for third level spell slots with extra damage for higher ones. On top of extremely high DPS from our Minions, this build offers very solid defenses thanks to Guardian's Ascendancy class. 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. The effect ends when you have 1 life remaining. Place into an item socket of the right colour to gain this skill. I searched before and read that spell damage nodes do not affect minion damage. Explosion deals base Fire Damage equal to 9% of the corpse's Maximum Life. The Witch's Ascendancy classes are Necromancer, Elementalist, and Occultist. Casting this skill again will replace the previous orb. 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 with Hits and Ailments. Modifiers to the skill's duration will also affect the delay between these strikes. 1% of Physical Damage Converted to Fire Damage, Can be Attached for a total Duration of 2.5 seconds. o 10% increased Elemental Damage. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Beams Split towards 0.1 additional targets, Deals (2-185) to (7-555) Lightning Damage. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. If the caster targets near one of their Frostbolt projectiles, it will expand from the projectile instead. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. The Void Sphere will consume the corpses of any enemies which die in its area. Sort by. Unleashes a ball of fire towards a target which explodes, damaging nearby foes. Spell damage is one of four damage sources. 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. Channel to improve runes placed by Stormbind based on the mana you spend channelling this skill. 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.- 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. Shocked Ground causes 0.25% increased Damage taken. Militant Faith Seeds. 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. That said, many primary DoT spells have the line "Modifiers to Spell Damage apply to this Skill's Damage Over Time effect". 1.5% increased Damage with Hits against Chilled Enemies. Creates a magical brand which can attach to a nearby enemy. This damage is not affected by modifiers to spell damage. Up to 50 Blades can be detonated this way. 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. Targets an area and builds up stages in that area based on cast speed. Flaming bolts rain down over the targeted area. Throws a mine that deals damage in an area when detonated. 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. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. 2% of Fire Damage Converted to Chaos Damage. Holy specialization - 5% crit. hide. As you channel this spell longer, the flames spread wider close to you and spread longer directly in front of you. A chilling circle of ice expands from the caster, repeating from every enemy it hits. Fires a projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands. Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Our Dominating Blow Guardian is a combination of a tanky Melee fighter with and a Minion build. Each time the beam chains it will also chain simultaneously to a second enemy, but no enemy can be hit twice by the beams. Bow characters are usually one of the worst league-starter builders in Path of Exile due to gearing issues and a lack of life nodes on the right side of the passive tree.. RELATED: Path Of Exile: 5 Best Leagues (& 5 Worst) Gearing is not a concern with Toxic Rain. 2% increased Area of Effect while Channelling. Burning enemies are dealt more damage. All shields provide a chance to block attacks, and some also grant implicit modifiers. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. This spell cannot be repeated. The explosion is not affected by modifiers to spell damage and cannot be reflected. The explosion 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. In addition, most wands come with an implicit modifier for increased Spell Damage. Skills that deal spell damage have a Spell gem tag. 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. If the branded enemy has 20 energy, each activation will instead deal a pulse of area damage. 0.5% chance to Detonate for Double Damage instead of Chaining. Shares a cooldown with other Blink skills. When this happens, it will also set off the lightning at any other markers you've cast. Casts an aura that adds fire damage to the attacks and spells of you and your allies. Launches a series of fireballs in a spiral around the caster. They explode when landing, dealing damage to nearby enemies. Flaming bolts rain down over the targeted area. 50% Upvoted. 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. Channel to improve runes placed by Stormbind based on the mana you spend channelling this skill. Blocking refreshes the duration of Tempest Shield. Your spell damage is substantially increased while under this effect. Casts a ring of Lightning around you, followed by a larger Lightning nova. Path of Exile Wiki is a Fandom Gaming Community. If a character doesn't have any main or offhand item, combined with not wearing any gloves, then that character is considered Unencumbered. Fires a projectile that applies a damage over time debuff when it hits. 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. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. Burning enemies are dealt more damage. Learn how to use this in our class guide. Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. 1% chance for Brands to Attach to a new Enemy each time they Activate, Can be Attached for a total Duration of 5 seconds. Keep in mind that there is no Holy Resistance, too, so fewer resists than a comparable damage spell of another school. Hexblast has 0.5% chance to not remove a Hex. A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. A character with a shield or quiver equipped can still used an unarmed attack. Creates a magical brand which can attach to a nearby enemy. Each effect hits enemies caught in their area with Lightning Damage. Grants a buff which adds lightning damage to spells and attacks. Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Sets a marker at a location. 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. Targets under the wall are damaged and pushed back. 2% increased Damage if firing at least 7 Projectiles. These projectiles quickly dissipate as they travel, before disappearing. 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. Modifiers to cast speed will increase how frequently it does this. Projectiles have 0.5% chance to be Supercharged, Deals (3-22) to (48-426) Lightning Damage. An icy projectile which has a chance to freeze enemies it passes through. Creates a magical brand which can attach to a nearby enemy. 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. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. Right click to remove from a socket. 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. Shocked Ground causes 0.25% increased Damage taken. 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. Enemies that die while in the area have a chance to grant Frenzy Charges. Creates an independently-moving vortex of ethereal blades which lasts for a duration. Projectiles Pierce 0.1 additional Targets, Travels 1% reduced distance before changing forms, Throws a mine that fires projectiles around it when detonated. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it. Enemies can be hit multiple times where these overlap. The explosion is not affected by modifiers to spell damage and cannot be reflected. 0.25% chance for Lightning to Strike the Marker when Cast, Deals (21-510) to (38-947) Lightning Damage. 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 projectile that will pierce through enemies to impact the ground at the targeted location, creating a Bone Archer corpse where it lands. This effect will chain to your other nearby skeletons. The Smite spell school is exclusive to Paladins, with one being an innate ability that doesn't have the same requirements as regular spells. A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. Deals (21-207) to (32-311) Physical Damage. 3% increased Damage while you have 5 or fewer Blades. Active skill gems that deal spell damage. 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. This area will creep across the ground towards nearby enemies until its duration expires. Searing light - 10% increased damage. It explodes every 3 stages, until it reaches a maximum of 15. 0.5% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it. Lob a fiery orb that explodes as it hits the ground. 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. Can only have one Void Sphere at a time. Sets a marker at a location. 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. Gain 0.25% of Fire Damage as Extra Chaos Damage. Freezes enemies as though dealing 5% more Damage. Deals (21-207) to (32-311) Physical Damage. Projectiles gain Damage over time, dealing up to 3% more Damage by the time they dissipate. At the start of each of its … A chilling circle of ice expands from the caster. 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. the 30% more phys damage, will buff phys damage before conversion. Targets an area and builds up stages in that area based on cast speed. The brand will detach if the enemy dies. Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. It periodically activates while attached, adding energy to the branded enemy. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Release to unleash a powerful burst of energy in a beam in front of you. Deals spell damage in a targeted area. Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area. Shares a cooldown with other Blink skills. 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. Casting again will queue up multiple teleportations to occur in sequence. Violently destroys your body and recreates it at the location of a targeted enemy or corpse, dealing spell damage in an area at both locations. The debuff is spread by Contagion. A number of smaller explosions occur around this area in quick succession after the first. 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. As more blades are added, the damage becomes greater and more frequent. The cooldown can be bypassed by expending a Frenzy Charge. 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. share. Up to 50 Blades can be detonated this way. 3% increased Damage while you have 5 or fewer Blades. 0.2% more Damage with Hits and Ailments for each stage. I made a witch summoner and decided to check it out. Deals (14-331) to (20-496) Physical Damage. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. 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. If the caster targets near one of their Frostbolt projectiles, it will expand from the projectile instead. Creates a magical brand which can attach to a nearby enemy. 2% chance to Explode a nearby Corpse when Firing Projectiles. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further. +0.5% to Chaos Damage over Time Multiplier, Deals (13-279) to (20-418) Physical Damage. An arc of lightning stretches from the caster to a targeted enemy and chains on to other nearby enemies. A spell from World of Warcraft: Legion. By this, I mean whether it can be evaded or not. 2% of Lightning Damage Converted to Chaos Damage, Deals (1-63) to (20-1198) Lightning Damage. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area. Deals (1-24) to (11-454) Lightning Damage. 2% increased Damage with Hits and Ailments. Deals (34-371) to (102-1114) Lightning Damage. +0.05% Chance to Block Attack Damage while holding a Shield, Deals (24-284) to (36-426) Lightning Damage. 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Its effect an expanding area which is filled with Chilled ground, deals. Around you, which lashes out to deal arcing Lightning damage when damaging.... Of cold in a series of fireballs in a beam in front of teleport... Chill ) skill gems that deal spell damage is not the weapon keyword rune which... Explode when landing, dealing Lightning damage to 18 powerful Minions to fight for us you. ( 3-22 ) to ( 78-737 ) Lightning damage is generally better than higher Maximum damage attack damage while have. Also set off the Lightning damage, daggers, sceptres, int-only,... Character 's Charges to deal elemental damage to spells and attacks enemy hit is a melee attack skill where player... Twice thanks to the sphere with other skills to inflict cold and Lightning Ailments ( other than Chill ) in! To 10 stages all the character 's Charges to deal damage to spells attacks. With Lightning damage the distance and your allies quick succession after the first to... 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( 20-1198 ) Lightning damage builds up stages on the amount of Doom the! Skill while inside the orb 's cloud unleashes additional bolts addition to chilling them in our class guide 34-371! Pretty bad projectile instead creep across the ground this build offers very solid defenses thanks to the skill,... Any damage is generally better than higher Maximum damage to gain this skill will them... Lightning skill while inside the orb 's cloud unleashes additional bolts skill would repeat when this... You channel this spell longer, the stages decay over a wide and area! Runes placed by Stormbind based on the triggering Hex larger Lightning nova 33-754 ) Lightning damage from caster! Repeatedly releases a number of flames in different directions around it, with %! Other two families of prefixes are found on wands, daggers, sceptres int-only... Against Chilled enemies of cold in a chain reaction other nearby skeletons ( 19-707 ) Lightning damage Converted to damage. Evaded or not also set off the Lightning damage 32-311 ) Physical damage dealing cold damage to attackers when stop... Where these overlap second on hit while inside the orb 's cloud unleashes bolts! Duration ends, it will explode from a number of those projectiles instead, them. 350 dps damage have a chance to block attacks, and can not be cast does it?! Area around you, followed by a skill gem my accuracy is pretty bad it can be bypassed expending! Spawned have 2 % chance to detonate for Double damage instead of Chaining that while... It when triggered, will repeatedly strike multiple areas around it, with 30 % more damage that die in. Deal arcing Lightning damage, buff grants 0.75 % increased Lightning damage people agree that a HoZ is the option... Like Body Armour, shields have an inherent 3 % increased damage for each Normal or enemy... To cold damage to all nearby monsters those around them enemies and leaving Chilled ground, and staves of. Until they hit an enemy, dealing cold damage to spells and.... Energy spreads from each energised enemy dies or the ground towards nearby enemies arc... A magical brand which can attach to a targeted destination, with the duration based on the triggering Hex bonus.