2% increased Area of Effect while Channelling. 1% of Lightning Damage Converted to Chaos Damage, Deals (26-246) to (78-737) Lightning Damage. Spell is an offensive ability that deals damage to targets based on damage defined by a skill gem. Burning enemies are dealt more damage. Each Timeless Jewel alters passive nodes within its radius based on its seed. Divine fury - 2 second cast instead of 2.5 which essentially makes this spell 20% increase in damage. Deals (14-370) to (26-687) Lightning Damage. If there is no specific target, it will prioritise corpses over enemies. title. Also grants a buff making you lucky when damaging enemies with Arc for a short duration. The skill chains, releasing another fiery orb that repeats this effect. Deals (14-331) to (20-496) Physical Damage. Using a lightning skill while inside the orb's cloud unleashes additional bolts. Right click to remove from a socket. That said, many primary DoT spells have the line "Modifiers to Spell Damage apply to this Skill's Damage Over Time effect". This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Unleashes a ball of fire towards a target which explodes, damaging nearby foes. — Physical damage and spell damage are not in a concept. A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. 3% increased Effect of non-Damaging Ailments on Enemies, 0.25% chance to Debilitate Enemies for 1 second on Hit. You are healed for a portion of the debuff damage. 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. The explosion is not affected by modifiers to spell damage and cannot be reflected. A shocking arc of lightning stretches from the caster to a targeted enemy and chains to other nearby enemies. 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. Runes have 0.5% increased Area of Effect for each time they've been Improved. Modifiers to cast speed affects how frequently it releases waves. 50% Upvoted. 2% increased Damage with Hits and Ailments. 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. 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. Channels to build up a large explosion, which is released when you stop using the skill. I know you can't hit with both effects on the same target, but if you miss the melee hit will the lightning strike regardless of you missing? Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. Teleport to a location, damaging enemies and leaving Chilled ground in an area at both ends of the teleport. Fires a slow-moving projectile that pierces through enemies, dealing cold damage. Deals chaos damage in an area based on the amount of Doom on the triggering Hex. 2% of Physical Damage Converted to Cold Damage. Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Launches shards of ice in rapid succession. Sets a marker at a location. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it. A wave of divine fire deals damage in a line, then creates Consecrated Ground and deals damage in an area around the targeted location. 3% of Physical Damage Converted to Cold Damage, Void Sphere has 0.5% increased Pulse Frequency. Release to detonate the targeted rune, which will cause other runes to detonate in a chain reaction. 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. Continuously launches a torrent of fire from your hand, repeatedly damaging enemies. If the caster targets near one of their Frostbolt projectiles, it will expand from the projectile instead. Lob a fiery orb that explodes as it hits the ground. Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire. Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. And is the lightning considered a spell? Deals (14-331) to (20-496) Physical Damage. Effectiveness of Added Damage: 60% Requires Level 16 Deals spell damage in a targeted area. Spell damage is one of four damage sources. When this happens, it will also set off the lightning at any other markers you've cast. The effect ends when you have 1 life remaining. While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you. Spirit of redeption - 5% spirit. 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 "enemy takes 14% increased phys damage will NOT work, because the damage will be converted to lit, before they take any damage. Shares a cooldown with other Blink skills. Adds (4-38) to (5-56) Cold Damage to Spells. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Is the lightning damage from the Smite skill gem affected +% increased spell damage? Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Hitting and killing enemies with Dominating blow will Summon up to 18 powerful Minions to fight for us. Projectiles have 0.5% chance to be Supercharged, Deals (3-22) to (48-426) Lightning 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. 1% of Physical Damage Converted to Cold Damage, Deals (17-140) to (25-210) Physical Damage. Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Flaming bolts rain down over the targeted area. Targeting farther away causes the projectiles to spread out and land over a wider area. Release to detonate the targeted rune, which will cause other runes to detonate in a chain reaction. Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Your spell damage is substantially increased while under this effect. Active skill gems that deal spell damage. Force of will - 5% damage and 5% crit%. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. 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. 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. 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. Blocking refreshes the duration of Tempest Shield. Channelling for longer builds up stages on the skill. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. Beams Split towards 0.1 additional targets, Deals (2-185) to (7-555) Lightning Damage. Only one Wave of Conviction can be active at a time. Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. 0.5% chance to deal Damage without removing Charges, 2% increased Damage if three different Charge types removed, Deals (56-394) to (203-1422) base Lightning Damage per Power Charge removed. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area. 0.5% increased Damage for each time this Skill has Chained, Deals (6-133) to (33-754) Lightning Damage. Your spell damage is substantially increased while under this effect. Blocking refreshes the duration of Tempest Shield. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and reduces energy shield recharge rate, and also inflicts Cold Exposure. Projectiles have 0.5% chance to be Supercharged, Deals (3-22) to (48-426) Lightning Damage. A larger shockwave then expands outwards, damaging enemies standing on Consecrated Ground that were not already hit. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through. Freezes enemies as though dealing 5% more Damage. Create a sphere of water, or move an existing sphere and reset its duration. This damage is not affected by modifiers to spell damage. The brand will detach if the enemy dies. A chilling circle of ice expands from the caster, repeating from every enemy it hits. So after +dmg, Smite would hit for (on average) 607. 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. If the caster targets near their Frostbolt projectiles, it will expand from a number of those projectiles instead. Up to 50 Blades can be detonated this way. 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. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them. Deals (18-466) to (54-1399) Lightning Damage. Ethereal weapons rain from the sky, dealing damage to enemies in a sequence of volleys, each wider but less damaging than the last. Engulfs you in magical fire that rapidly burns you and nearby enemies. 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. The brand will detach if the enemy dies. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. Corpses Spawned have 2% increased Maximum Life, Deals (25-682) to (37-1023) Physical Damage. 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. Fires a projectile that applies a damage over time debuff when it hits. Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. Throws a trap that creates a large explosion when triggered, dealing spell damage in an area. Buff grants 0.75% increased Lightning Damage, Buff grants (2-19) to (7-76) Added Spell Lightning Damage. 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. Deals (34-371) to (102-1114) Lightning Damage. A chilling circle of ice expands from the caster, repeating from every enemy it hits. Casts a ring of Lightning around you, followed by a larger Lightning nova. 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. Creates a magical brand which can attach to a nearby enemy. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. Per 1% Quality: 1 2 3 1% increased Burning Damage 0.5% increased Area of Effect Buff Grants 1% increased Spell Damage Grants (20-39)% more Spell Damage Deals 20% of your Maximum Life as Base Fire Damage per second Flaming bolts rain down over the targeted area. At the start of each of its … Prerequisite: 5th level, Pact of the Blade feature. This area will creep across the ground towards nearby enemies until its duration expires. Launches shards of ice in rapid succession. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Targeting farther away causes the projectiles to spread out and land over a wider area. The longer you channel, the larger the area of effect and damage of the explosion, up to 10 stages. If this skill would repeat when cast this way, it will instead expand again from the same projectiles after a short delay. 2% increased Damage with Hits and Ailments. It periodically activates while attached, adding energy to the branded enemy. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Deals (1-37) to (19-707) Lightning Damage. 1% of Physical Damage Converted to Fire Damage, Can be Attached for a total Duration of 2.5 seconds. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. Creates a stationary electrical orb that frequently unleashes a splitting bolt of lightning at a nearby enemy. Sets a marker at a location. The debuff is spread by Contagion. Waits for a duration before teleporting to a targeted destination, with the duration based on the distance and your movement speed. The sphere pulses when created, at regular intervals while afflicted by an Ailment, and after moving, damaging all drenched enemies in a large area. 0.5% chance to Detonate for Double Damage instead of Chaining. 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. Creates a sudden burst of cold in a targeted area, damaging enemies. Burning enemies are dealt more damage. I noticed that when I bought a spell damage node, not only did my raging spirit dps increase, but so did my zombies and skeletons. 1.5% increased Duration of Lightning Ailments. If a character doesn't have any main or offhand item, combined with not wearing any gloves, then that character is considered Unencumbered. While you channel this skill, it releases pulses of electrical energy, dealing lightning damage in a semicircular area in front of you. 2% chance to Explode a nearby Corpse when Firing Projectiles. Deals (18-466) to (54-1399) Lightning Damage. 2% increased Damage when Cast on Frostbolt, An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over 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. Smite has a damage coefficient of 71.4%. Modifiers to the skill's duration will also affect the delay between these strikes. It does not grant a bonus to your character, but to skills in sockets connected to it. Creates a magical brand which can attach to a nearby enemy. By this, I mean whether it can be evaded or not. When the crystal's duration ends, it explodes, dealing heavy cold damage to enemies around it. "Spell Damage" redirects here. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. It explodes every 3 stages, until it reaches a maximum of 15. Path of Exile Wiki is a Fandom Gaming Community. Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. The explosion is not affected by modifiers to spell damage and cannot be reflected. Also the Smite animation makes it easily to see if we attack a single target twice thanks to the ancestral call trick or not. The brand will detach if the enemy dies. Each activation, energy spreads from each energised enemy to an enemy in range which is not energised by the brand. 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. 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). 2% increased Damage when Cast on Frostbolt, An expanding wave of energy surges forward, damaging enemies in a cone-shaped area over a duration. Each pulse applies a debuff to nearby enemies for a secondary duration which reduces life and energy shield regeneration rate, and reduces energy shield recharge rate, and also inflicts Cold Exposure. Projectiles Pierce 0.1 additional Targets, Travels 1% reduced distance before changing forms, Throws a mine that fires projectiles around it when detonated. Creates a magical brand which can attach to a nearby enemy. 0.5% chance to Detonate for Double Damage instead of Chaining. Gain 0.25% of Fire Damage as Extra Chaos Damage. Creates a sudden burst of cold around you, damaging enemies. Place into an item socket of the right colour to gain this skill. Each enemy hit is inflicted with Exposure matching the element of which they took the highest damage. Mana Cost: (6-16) Cast Time: 0.50 sec. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead. Enemies can be hit multiple times where these overlap. Shields are an item class of armour equipment. When this happens, it will also set off the lightning at any other markers you've cast. The cooldown can be bypassed by expending a Frenzy Charge. As more blades are added, the damage becomes greater and more frequent. A number of smaller explosions occur around this area in quick succession after the first. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. Launches a series of fireballs in a spiral around the caster. Regenerate 0.01% of Debuff Damage as Life, Deals (31.2-1503.2) Base Chaos Damage per second. In addition, most wands come with an implicit modifier for increased Spell Damage. Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. The Witch is a pure intelligence based class, which uses wands and sceptres, and her armour pieces grant an energy shield which protects them from damage. This page was last edited on 16 February 2020, at 15:38. Fluff. Casting this skill again will replace the previous orb. 1% chance for Brands to Attach to a new Enemy each time they Activate, Can be Attached for a total Duration of 5 seconds. Learn how to use this in our class guide. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. 2% increased Area of Effect while Channelling. This is a Support Gem. Discharge all the character's charges to deal elemental damage to all nearby monsters. Channel to improve runes placed by Stormbind based on the mana you spend channelling this skill. When the teleport occurs, lightning damage is dealt to the area around both where the player was and where they teleported to. Creates an independently-moving vortex of ethereal blades which lasts for a duration. Casts a ring of Lightning around you, followed by a larger Lightning nova. Searing light - 10% increased damage. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies. Militant Faith Seeds. New comments cannot be posted and votes cannot be cast. Deals (1-37) to (19-707) Lightning Damage. Each time the main beam chains it will also chain to a second enemy, but that secondary arc cannot chain further. Place into an item socket of the right colour to gain this skill. At level 1 Smite does 390 damage. Effectiveness of Added Damage: 60% Requires Level 16 Deals spell damage in a targeted area. Creates a magical brand which can attach to a nearby enemy. Because 50% of physical damage is already converted to lightning from the skill gem this causes all physical damage with Smite to deal lightning damage instead. 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. Shocked Ground causes 0.25% increased Damage taken. Create a sphere of water, or move an existing sphere and reset its duration. Teleport to a location, damaging enemies and leaving a trail of burning ground in your wake. Unarmed damage is counted under the melee and attack keywords, but not the weapon keyword. Throws a mine that deals damage in an area when detonated. Chilling Area has 2% increased Movement Speed. Shares a cooldown with other Blink skills. Modifiers to cast speed will affect how frequently it strikes. 0.2% more Damage with Hits and Ailments for each stage. At level 18 it does 1,000 damage. Strikes enemies in front of you with a surge of flame. 0.25% chance for Lightning to Strike the Marker when Cast, Deals (21-510) to (38-947) Lightning Damage. Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. Creates a crystal that pulses with cold for a duration. If the skill has no listed damage effectiveness value, any damage is added at 100% of its effect. Targets under the wall are damaged and pushed back. They can contain up to 3 sockets and need to be equipped in the off-hand slot. You are healed for a portion of the debuff damage. 1% of Lightning Damage Converted to Chaos Damage, Deals (26-246) to (78-737) Lightning Damage. 0.5% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed. All shields provide a chance to block attacks, and some also grant implicit modifiers. +0.05% Chance to Block Attack Damage while holding a Shield, Deals (24-284) to (36-426) Lightning Damage. Burning enemies are dealt more damage. Critical Strike Chance: 6.00%. 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. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. Modifiers to cast speed will increase how frequently it does this. 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. When you stop channelling, the stages decay over a duration. Can only have one Void Sphere at a time. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them. Hexblast has 0.5% chance to not remove a Hex. 3% increased Damage while you have 5 or fewer Blades. 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. This area will creep across the ground towards nearby enemies until its duration expires. Chilling Area has 2% increased Movement Speed. 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. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. Release to unleash a powerful burst of energy in a beam in front of you. If you have no skeletons near you or the targeted location, it will sacrifice your own life to deal damage instead. 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 wave deals damage in a series of small bursts in a line, ending with a larger burst. Launches a series of fireballs in a spiral around the caster. A number of smaller explosions occur around this area in quick succession after the first. 3% of Physical Damage Converted to Cold Damage, Void Sphere has 0.5% increased Pulse Frequency. 2% of Lightning Damage Converted to Chaos Damage, Deals (1-63) to (20-1198) Lightning Damage. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Like Body Armour, shields have an inherent 3% movement speed penalty. Targets a corpse, and deals spell damage to enemies around the corpse, as well as causing the corpse to explode, dealing fire damage. This effect will chain to your other nearby skeletons. The damage inflicted by this skill is not affected by modifiers to spell damage. Explosion deals base Fire Damage equal to 9% of the corpse's Maximum Life. Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem. Channel to conjure an orb above you, which pelts nearby enemies with projectiles that impact the ground and explode. Runes have 0.5% increased Area of Effect for each time they've been Improved. Modifiers to cast speed affects how frequently it releases waves. Energy explodes when the energised enemy dies or the brand is removed, dealing damage in an area. Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage. Modifiers to the skill's duration will also affect the delay between these strikes. The cooldown can be bypassed by expending a Frenzy Charge. Casting again will queue up multiple teleportations to occur in sequence. 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