|stat_text = Base duration is 8 seconds<br>Deals (37-356) to (56-533) Physical Damage<br>Pulses every 0.4 seconds while Frozen, Shocked, Brittle or Sapped<br>Base secondary duration is 4 seconds<br>Drenched Enemies have Cold and Lightning Exposure, applying -10% to Resistances<br>100% of Physical Damage Converted to Cold Damage while Sphere has no Ailments<br>100% of Physical Damage Converted to Lightning Damage while sphere is Shocked or Sapped<br>100% of Physical Damage Converted to Cold Damage while Sphere is Frozen or Brittle
|stat_text = Deals (37-510) to (56-765) Physical Damage<br>Base duration is 8.00 seconds<br>Base secondary duration is 4.00 seconds<br>Pulses every 0.4 seconds while Frozen, Shocked, Brittle or Sapped<br>Can only be Hit once every 1 second<br>Drenched Enemies have Cold and Lightning Exposure, applying -10% to Resistances<br>100% of Physical Damage Converted to Cold Damage while Sphere has no Ailments<br>100% of Physical Damage Converted to Lightning Damage while sphere is Shocked or Sapped<br>100% of Physical Damage Converted to Cold Damage while Sphere is Frozen or Brittle
|level1 = True
|level1 = True
|level1_level_requirement = 34
|level1_level_requirement = 34
|level1_cost_amounts = 12
|level1_cost_amounts = 12
|level1_stat_text = Deals 37 to 56 Physical Damage
|level1_stat_text = Deals 37 to 56 Physical Damage
Skills that [[hit]] enemies can also hit the hydrosphere. This can happen even when no enemies are around.<ref>ZiggyD, 1/25/2021, https://www.youtube.com/watch?v=K7i0kkgS7AI</ref> The hydrosphere itself cannot be targeted, so skills that require a specific target and are not merely cast at a location will typically not work with Hydrosphere.
===Conversion===
The gem's advanced description specifies ''{{c|help|(If both conversions apply, each will convert 50%)}}''. In other words, if affected by both a Cold (excluding Chill) and Lightning Ailment, it will convert its Physical damage to 50% Cold and 50% Lightning damage.
You can only have one Hydrosphere at a time; whenever you recast the skill, it will either cause the sphere to pulse and refresh its duration in the same location, or the existing hydrosphere moves to the targeted location without pulsing and the duration is refreshed. Refreshing or moving the hydrosphere will not affect the pulsing behaviour from inflicting an ailment on it.
===Critical strike===
* '''Critical Strike''': Because Hydrosphere is only a single spell, its [[critical strike]] chance is only rolled once. If it crits, the first [[hit]] including every pulse after will be a critical strike. If it doesn't crit, none of them will be.
===Repeat===
When [[Spell Echo Support|Echoed]], the placement of the sphere will be repeated, but the pulses will always count as a final repeat, making it synergize well with {{il|Plume of Pursuit}}.
===On-hit mechanics===
Skills that [[hit]] enemies can also hit the hydrosphere. This can happen even when no enemies are around.<ref>ZiggyD, 1/25/2021, https://www.youtube.com/watch?v=K7i0kkgS7AI</ref> The hydrosphere itself cannot be directly targeted, so skills that require a specific target (e.g. Flicker Strike) and are not merely cast at a location will typically not work with Hydrosphere.
A Hydrosphere is considered a solid entity; it can block narrow passageways or bridges unless an entity has [[Phasing]] or can blink over small obstacles. Projectiles that hit a Hydrosphere will consume a hit and cause any relevant [[Projectile#Effect_types|projectile behaviours]] to occur. It has a hit internal cooldown of 1 second that cannot be modified by increased cooldown recovery rate.
Enemies cannot hit your hydrosphere.<ref>According to Mark in Exilecon 2023.</ref>
Ailments inflicted by the orb's own damage can [[Proliferation|proliferate]], but ailments inflicted on the orb ''cannot''.
==Skill interactions==
==Skill interactions==
[[Brand|Brands]]: Brands cannot attach to hydrosphere. Activations of brands attached to other creatures can hit the hydrosphere.
[[Brand|Brands]]: Brands cannot attach to hydrosphere. Activations of brands attached to other creatures can hit the hydrosphere.
{{il|Chain Hook}}: Grants [[Rage]] when hitting the hydrosphere.
{{il|Chain Hook}}: Grants [[Rage]] when hitting the hydrosphere. At a sufficient distance, Chain Hook will pull the player towards the hydrosphere.
[[Chain|Chaining skills]]: Skills can chain off the hydrosphere on their first hit. They will not chain from the enemies to the hydrosphere.
[[Chain|Chaining skills]]: Skills can chain off the hydrosphere on their first hit. They will not chain from the enemies to the hydrosphere.
[[Curse|Curses]]: Hydrosphere cannot be affected by [[Hex|hexes]] or [[Mark|marks]], even if the player applies them on-hit. However, since Hydrosphere itself does [[hit]] with its initial pulse, it can be used to curse on hit when linked with [[Hextouch Support]].
[[Curse|Curses]]: Hydrosphere cannot be affected by [[Hex|hexes]] or [[Mark|marks]]. However, since Hydrosphere itself does [[hit]] with its pulses, it can be used to curse on hit when linked with [[Hextouch Support]].
{{il|Explosive Arrow}}: Explosive Arrows can stick into a hydrosphere and will explode as expected.
{{il|Explosive Arrow}}: Explosive Arrows can stick into a hydrosphere and will explode as expected.
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{{il|Frenzy}}: Grants [[frenzy charges|frenzy charge]] when hitting the hydrosphere.
{{il|Frenzy}}: Grants [[frenzy charges|frenzy charge]] when hitting the hydrosphere.
{{il|Herald of Thunder}}: Lightning strikes will target hydrosphere but since it is not allowed to [[shock]] it would need to be able to inflict another valid [[ailment]].
{{il|Herald of Thunder}}: Lightning strikes will target the hydrosphere but since it cannot [[shock]], it would need to be able to inflict another valid [[ailment]] to make it pulse.
[[Strike|Strike skills]]: Strike skills that strike additional nearby targets, such as those supported by {{il|Ancestral Call Support}}, can choose the hydrosphere as a nearby target. When combined with skills that deal [[area of effect]] damage, such as {{il|Molten Strike}} or skills supported by {{il|Melee Splash Support}}, these extra strikes can cause an area of effect overlap back onto the primary target that may increase single target DPS.
[[Strike|Strike skills]]: When combined with skills that deal [[area of effect]] damage, such as {{il|Molten Strike}} or skills supported by {{il|Melee Splash Support}}, these extra strikes can cause an area of effect overlap back onto the primary target that may increase single target DPS. However, after the addition of a 1 second hit internal cooldown, this may no longer be an effective strategy.
==Reflected Ailments==
==Reflected Ailments==
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{{il|The Fulcrum}}: All Cold and Lightning ailments applied to hydrosphere reflect to the player.
{{il|The Fulcrum}}: All Cold and Lightning ailments applied to hydrosphere reflect to the player.
'''Note:''' Ailments inflicted on your Hydrosphere cannot [[proliferation|proliferate]], even after they are reflected on you.
==Gem level progression==
==Gem level progression==
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|c1_pattern_value = %d to %d
|c1_pattern_value = %d to %d
}}
}}
==Gem quality==
{{Skill quality}}
{{Item acquisition}}
{{Item acquisition}}
{{Skill threshold jewel list}}
{{Alternate skill effect list}}
{{Skill enchantment modifier list}}
{{Skill enchantment modifier list}}
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==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|3.13.1e}}
{{Version history table row|3.19.0|
* Hydrosphere can only be hit by the entity that cast it.
}}
{{Version history table row|3.17.0|
* Hydrosphere now deals 37 to 56 Physical Damage at gem level 1 (unchanged), up to 510 to 765 at gem level 20 (previously 356 to 533).
* Now has 110% Effectiveness of Added Damage at all gem levels (previously 80%).
* Changed Hydrosphere to have a one second cooldown before it can be hit again. This maintains the ailment mechanic on Hydrosphere to still allow for some special skill interactions but is no longer such a significant single target damage multiplier for so many skills.
}}
{{Version history table row|3.13.1e|
* Fixed a bug where '''Hydrospheres''' couldn't be [[Shocked]] or [[Frozen]] when using {{il|Elemental Hit}} as a Ranged skill.
* Fixed a bug where '''Hydrospheres''' couldn't be [[Shocked]] or [[Frozen]] when using {{il|Elemental Hit}} as a Ranged skill.
{{Version history table row|3.13.0}}
}}
{{Version history table row|3.13.0|
* Introduced to the game.
* Introduced to the game.
|}
}}
{{Version history table end}}
==References==
==References==
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{{Navbox Skills}}
{{Navbox Skills}}
{{Navbox Ritual}}
[[ru:Гидросфера]]
[[ru:Гидросфера]]
Revision as of 18:12, 14 January 2024
HydrosphereSpell, AoE, Duration, Cold, Orb, Lightning, Physical Level: (1-20) Cost: (12-20) Mana Cast Time: 0.60 sec Critical Strike Chance: 5.00% Effectiveness of Added Damage: 110%Requires Level 34Create a sphere of water, or move an existing sphere and reset its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict Cold and Lightning Ailments (other than Chill). 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 (37-510) to (56-765) Physical Damage Base duration is 8.00 seconds Base secondary duration is 4.00 seconds Pulses every 0.4 seconds while Frozen, Shocked, Brittle or Sapped Can only be Hit once every 1 second Drenched Enemies have Cold and Lightning Exposure, applying -10% to Resistances 100% of Physical Damage Converted to Cold Damage while Sphere has no Ailments 100% of Physical Damage Converted to Lightning Damage while sphere is Shocked or Sapped 100% of Physical Damage Converted to Cold Damage while Sphere is Frozen or Brittle
Additional Effects From 1-20% Quality: +(0.5-10)% increased Pulse FrequencyPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Hydrosphere is a skill gem that creates a sphere of water, or moves an existing sphere and resets its duration. The sphere continually applies a drenched debuff with a short duration to enemies in its area or those it moves through. You can hit the sphere with other skills to inflict cold and lightningailments (other than chill). The sphere pulses at regular intervals while afflicted by an ailment, and after moving, damaging all drenched enemies in a large area with that ailment. It is classified as an Intelligence Skill Gem.
The gem's advanced description specifies (If both conversions apply, each will convert 50%). In other words, if affected by both a Cold (excluding Chill) and Lightning Ailment, it will convert its Physical damage to 50% Cold and 50% Lightning damage.
You can only have one Hydrosphere at a time; whenever you recast the skill, it will either cause the sphere to pulse and refresh its duration in the same location, or the existing hydrosphere moves to the targeted location without pulsing and the duration is refreshed. Refreshing or moving the hydrosphere will not affect the pulsing behaviour from inflicting an ailment on it.
Critical strike
Critical Strike: Because Hydrosphere is only a single spell, its critical strike chance is only rolled once. If it crits, the first hit including every pulse after will be a critical strike. If it doesn't crit, none of them will be.
Repeat
When Echoed, the placement of the sphere will be repeated, but the pulses will always count as a final repeat, making it synergize well with Plume of PursuitPlume of Pursuit Bone CircletEnergy Shield: (64-92)Requires Level 64, 73 Int(30-20)% reduced Cast Speed (80-130)% increased Energy Shield Non-critical strikes deal 80% less Damage SpellSkills always deal Critical Strikes on final Repeat SpellSkills cannot deal Critical Strikes except on final RepeatA dance as old as time..
On-hit mechanics
Skills that hit enemies can also hit the hydrosphere. This can happen even when no enemies are around.[1] The hydrosphere itself cannot be directly targeted, so skills that require a specific target (e.g. Flicker Strike) and are not merely cast at a location will typically not work with Hydrosphere.
A Hydrosphere is considered a solid entity; it can block narrow passageways or bridges unless an entity has Phasing or can blink over small obstacles. Projectiles that hit a Hydrosphere will consume a hit and cause any relevant projectile behaviours to occur. It has a hit internal cooldown of 1 second that cannot be modified by increased cooldown recovery rate.
Ailments inflicted by the orb's own damage can proliferate, but ailments inflicted on the orb cannot.
Skill interactions
Brands: Brands cannot attach to hydrosphere. Activations of brands attached to other creatures can hit the hydrosphere.
Chain HookChain HookAttack, AoE, Movement, Melee Level: (1-20) Cost: 8 Mana Attack Speed: 120% of base Attack Damage: (115-169)% of base Effectiveness of Added Damage: (115-169)%Requires Level 12When used at range, throws out a chain, pulling you to the enemy hit dealing damage in an area behind them. When close to the enemy, just causes the area damage directly. Requires a One Handed Mace, Sceptre, Sword or Axe.+0.1 metres to Radius per 5 Rage Gain 1 Rage if this Skill Hits any Enemies
Additional Effects From 1-20% Quality: Gain +(0.05-1) Rage if this Skill Hits any EnemiesPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.: Grants Rage when hitting the hydrosphere. At a sufficient distance, Chain Hook will pull the player towards the hydrosphere.
Chaining skills: Skills can chain off the hydrosphere on their first hit. They will not chain from the enemies to the hydrosphere.
Curses: Hydrosphere cannot be affected by hexes or marks. However, since Hydrosphere itself does hit with its pulses, it can be used to curse on hit when linked with Hextouch Support.
Explosive ArrowExplosive ArrowAttack, Projectile, AoE, Duration, Fire, Bow Level: (1-20) Cost: (8-10) Mana Projectile Speed: 3260 AoE Radius: 15Requires Level 28Fires an arrow which will stick into an enemy or wall, and then explode, dealing area damage around it, either after a duration or when the maximum number of arrows stuck to that target is reached. If an enemy has multiple Explosive Arrows stuck in them, the first one to explode will consume the others, adding their damage to its explosion.Base duration is 1.00 seconds Explosion deals 50% less Base Damage Explosion will have (47-522) to (71-783) added Fire Damage +0.2 metres to Explosion Radius per Explosive Arrow on Target, up to a maximum of +1.2 metres Explosion deals 6% more Damage with Hits per Explosive Arrow on Target Explosion deals 3% more Damage with Ailments per Explosive Arrow on Target Maximum 20 Explosive Arrows stuck in an Enemy
Additional Effects From 1-20% Quality: +(0.1-2) Maximum Explosive Arrows stuck in an EnemyPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.: Explosive Arrows can stick into a hydrosphere and will explode as expected.
FrenzyFrenzyAttack, Projectile, Melee, Strike, Bow Level: (1-20) Cost: 10 Mana Attack Damage: (115-135)% of base Effectiveness of Added Damage: (115-135)%Requires Level 16Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.5% more Attack Damage per Frenzy Charge 5% more Attack Speed per Frenzy Charge
Additional Effects From 1-20% Quality: +(0.1-2)% more Attack Damage per Frenzy Charge +(0.1-2)% more Attack Speed per Frenzy ChargePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.: Grants frenzy charge when hitting the hydrosphere.
Herald of ThunderHerald of ThunderSpell, AoE, Duration, Lightning, Herald Level: (1-20) Reservation: 25% Mana Cooldown Time: 1.00 sec Can Store 1 Use(s) Cast Time: Instant AoE Radius: 32Requires Level 16Grants a buff which adds lightning damage to spells and attacks. If you kill a shocked enemy, this skill will create a storm, causing lightning bolts to strike enemies around you for a duration. The damage inflicted by this skill is not affected by modifiers to spell damage.Deals (1-23) to (31-1108) Lightning Damage Cannot inflict Shock Base duration is 6.00 seconds Storm Hits an Enemy every 0.25 Seconds Creates a storm when you Kill a Shocked Enemy Buff grants (2-19) to (7-76) Added Attack Lightning Damage Buff grants (2-19) to (7-76) Added Spell Lightning Damage
Additional Effects From 1-20% Quality: Storms Hit Enemies with (1-20)% increased FrequencyPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.: Lightning strikes will target the hydrosphere but since it cannot shock, it would need to be able to inflict another valid ailment to make it pulse.
Strike skills: When combined with skills that deal area of effect damage, such as Molten StrikeMolten StrikeAttack, Projectile, AoE, Melee, Strike, Fire Level: (1-20) Cost: 6 Mana Attack Damage: (110-185)% of base Effectiveness of Added Damage: (110-185)% Projectile Speed: 750Infuses your melee weapon with molten energies to attack with physical and fire damage. This attack causes balls of molten magma to launch forth from the enemies you hit, divided amongst all enemies hit by the strike. These will deal area attack damage to enemies where they land.(2-75) to (3-113) Added Fire Damage Fires 4 Projectiles 60% of Physical Damage Converted to Fire Damage +(0.2-0.6) metres to Melee Strike Range Projectiles deal 50% less Damage with Hits and Ailments
Additional Effects From 1-20% Quality: Projectiles deal (0.5-10)% more Damage with Hits and AilmentsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. or skills supported by Melee Splash SupportMelee Splash SupportSupport, Melee, Attack, Strike, AoE Icon: S Level: (1-20) Cost & Reservation Multiplier: 130% AoE Radius: 14Requires Level 8Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.Supported Skills deal Splash Damage to surrounding targets Supported Skills deal 40% less Splash Damage to surrounding targets Supported Skills have (0-57)% more Melee Splash Area of Effect
Additional Effects From 1-20% Quality: Supported Skills have (0.5-10)% increased Area of EffectThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket., these extra strikes can cause an area of effect overlap back onto the primary target that may increase single target DPS. However, after the addition of a 1 second hit internal cooldown, this may no longer be an effective strategy.
Reflected Ailments
Maligaro's RestraintMaligaro's Restraint Chain BeltRequires Level 44+(9-20) to maximum Energy ShieldAdds 1 to (30-50) Lightning Damage to Attacks 100% increased Shock Duration on you Shocks you cause are reflected back to you 60% increased Damage while Shocked 15% increased Movement Speed while Shocked"Our genius will pave the way forward. May all who are worthy be improved!" - Inquisitor Maligaro: Shocking hydrosphere reflects the same shock on the player.
The FulcrumThe Fulcrum Ezomyte StaffWarstaff Physical Damage: (127.2-148.4) to (384-448) Critical Strike Chance: 7.30% Attacks per Second: 1.25 Weapon Range: 1.3 metresRequires Level 60, 113 Str, 113 Int+20% Chance to BlockAttack Damage while wielding a Staff(140-180)% increased Physical Damage (0-50)% of Physical Damage Converted to Fire Damage (0-50)% of Physical Damage Converted to Cold Damage (0-50)% of Physical Damage Converted to Lightning Damage Elemental Ailments you inflict are Reflected to you Elemental Damage with Hits is Lucky while you are Shocked Damage Penetrates (8-10)% Elemental Resistances while you are Chilled Gain (30-40)% of Physical Damage as Extra Damage of a random Element while you are IgnitedTo stand at the confluence of the elements, the master must achieve perfect balance.: All Cold and Lightning ailments applied to hydrosphere reflect to the player.
Note: Ailments inflicted on your Hydrosphere cannot proliferate, even after they are reflected on you.
Gem level progression
Level
Mana Cost
Physical Damage
Exp.
Total Exp.
1
34
79
12
37 to 56
0
0
2
36
83
12
43 to 65
252595
252595
3
38
88
13
51 to 76
314394
566989
4
40
92
13
59 to 88
388734
955723
5
42
96
14
69 to 103
477437
1433160
6
44
100
14
80 to 120
583786
2016946
7
46
104
15
93 to 139
710359
2727305
8
48
109
15
107 to 161
1355511
4082816
9
50
113
15
124 to 186
1138877
5221693
10
52
117
16
144 to 215
1368233
6589926
11
54
121
16
166 to 249
1638338
8228264
12
56
125
17
191 to 287
1956648
10184912
13
58
130
17
221 to 331
3655184
13840096
14
60
134
18
254 to 381
3017327
16857423
15
62
138
18
293 to 439
3576232
20433655
16
64
142
18
337 to 505
9164731
29598386
17
66
146
19
387 to 580
17861428
47459814
18
68
151
19
444 to 666
46032386
93492200
19
69
153
20
476 to 714
87248039
180740239
20
70
155
20
510 to 765
157972052
338712291
21
72
159
20
585 to 877
N/A
N/A
22
74
N/A
21
670 to 1006
N/A
N/A
23
76
N/A
21
768 to 1152
N/A
N/A
24
78
N/A
21
879 to 1319
N/A
N/A
25
80
N/A
22
1006 to 1510
N/A
N/A
26
82
N/A
22
1151 to 1727
N/A
N/A
27
84
N/A
23
1316 to 1974
N/A
N/A
28
86
N/A
23
1504 to 2256
N/A
N/A
29
88
N/A
24
1718 to 2577
N/A
N/A
30
90
N/A
24
1962 to 2943
N/A
N/A
31
91
N/A
24
2096 to 3144
N/A
N/A
32
92
N/A
25
2239 to 3359
N/A
N/A
33
93
N/A
25
2392 to 3588
N/A
N/A
34
94
N/A
25
2555 to 3832
N/A
N/A
35
95
N/A
25
2729 to 4093
N/A
N/A
36
96
N/A
25
2914 to 4371
N/A
N/A
37
97
N/A
26
3111 to 4667
N/A
N/A
38
98
N/A
26
3322 to 4983
N/A
N/A
39
99
N/A
26
3547 to 5320
N/A
N/A
40
100
N/A
26
3786 to 5679
N/A
N/A
Gem quality
Type
Additional Effects per 1-20% Quality
Weight
Superior
+(0.5-10)% increased Pulse Frequency
1
Item acquisition
Hydrosphere can drop anywhere.
Recipes
Hydrosphere can be created from the following recipes:
Amount
Part
Description
Meta
13
The CataclysmThe Cataclysm13Level 21 Spell Gem CorruptedThe mighty warriors traded in blows, the nimble archers in arrows, yet it was the brazen thaumaturgists who would bring catastrophe to all.
Random corruptedlevel 21 Spell gem
A
6
The FoxThe Fox6Level 20 Gem"Masters of wit, strength and cunning. To survive the harsh winters, you must be like the fox." - Ezomyte Proverb
Random level 20 gem
A
3
Gemcutter's PromiseGemcutter's Promise3Gem Quality:+20%"I swore to use my position to help the people. What good is power when it just accumulates on the already-powerful?" - Erasmus, Imperial Gemcutter
Random gem with 20% quality
A
1
Gemcutter's IncubatorGemcutter's IncubatorStack Size: 10Adds an incubated Quality Gem item to an equippable item Item drops after killing {0} monstersRight click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters.
Random gem with 1–20% quality
A
1
The VoidThe Void1Reach into the Void and claim your prize.
Random divination card set exchange
A
Quest reward
This item is given as a quest reward for the following quests:
Note that helmet enchantments are no longer obtainable since version 3.23.0 and can only be obtained in permanent leagues as already enchanted items from before this patch.
Hydrosphere now deals 37 to 56 Physical Damage at gem level 1 (unchanged), up to 510 to 765 at gem level 20 (previously 356 to 533).
Now has 110% Effectiveness of Added Damage at all gem levels (previously 80%).
Changed Hydrosphere to have a one second cooldown before it can be hit again. This maintains the ailment mechanic on Hydrosphere to still allow for some special skill interactions but is no longer such a significant single target damage multiplier for so many skills.
Fixed a bug where Hydrospheres couldn't be Shocked or Frozen when using Elemental HitElemental HitAttack, Projectile, Melee, Strike, Fire, Cold, Lightning, AoE, Prismatic, Bow Level: (1-20) Cost: (7-11) Mana AoE Radius: 10Requires Level 12Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.(18-391) to (33-726) Added Cold Damage (22-480) to (40-891) Added Fire Damage (3-75) to (67-1467) Added Lightning Damage Only Deals Damage of the chosen Element Deals no Damage of other Damage Types (30-49)% chance to Freeze, Shock and Ignite Base radius is 1 metre 80% more Area Radius against Enemies affected by an Ailment of the chosen Element 10% more Damage per Elemental Ailment on the Enemy
Additional Effects From 1-20% Quality: +(0.25-5)% more Damage per Elemental Ailment on the EnemyPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. as a Ranged skill.