Occultist (Ascendant passive): Difference between revisions
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This passive grants additional [[curse]] limit, increased curse effect, [[energy shield]] regeneration, and [[stun]] immunity while you have any amount of energy shield. | This passive grants additional [[curse]] limit, increased curse effect, [[energy shield]] regeneration, and [[stun]] immunity while you have any amount of energy shield. | ||
==Ruthless mode== | |||
{{infocard | |||
|header = Occultist (Ruthless) | |||
|subheader = Ascendancy Passive Skill | |||
|1 = <div class="passive-icon-container passive-icon-type__ascendancy_basic"><div class="passive-icon-frame"></div>[[File:Occultist (Ascendants) passive skill icon.png]]</div> | |||
|2 = You can apply an additional Curse<br>Regenerate 2% of Energy Shield per second<br>Nearby Enemies are Chilled | |||
}} | |||
Occultist in [[Ruthless mode]] does not grant increased curse effect or stun immunity while you have energy shield. Instead, it causes nearby enemies to be chilled, similar to {{psl|Chilling Presence}} or {{il|Expedition's End}}. It also grants a higher amount of energy shield regeneration. | |||
{{c|mod|Nearby Enemies are Chilled}}: This stat causes the player to [[chill]] enemies within a [[distance]] of 3 meters, with a base effect of 10%. As a chill from the player, its effect scales with ailment effect modifiers, it can apply ''chilled by you'' stats, counts as having ''chilled recently'', cannot chill with ''Cannot Chill'', and can be reflected by {{il|The Fulcrum}}. It is not a [[chilling area]]. | |||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|3.2. | {{Version history table row|3.22.0| | ||
* {{Ruthless}} No longer provides "10% increased Effect of your Curses" or "Cannot Be Stunned while you have Energy Shield" in Ruthless. It now provides "Regenerate 2% of Energy Shield per second" (1.5% in non-Ruthless), and "Nearby Enemies are Chilled." | |||
}} | |||
{{Version history table row|3.2.0| | |||
* Modifiers changed. Old mods are listed below: | * Modifiers changed. Old mods are listed below: | ||
** {{c|mod|20% increased maximum Energy Shield}} | ** {{c|mod|20% increased maximum Energy Shield}} | ||
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** {{c|mod|Enemies you Curse have -15% to Chaos Resistance}} | ** {{c|mod|Enemies you Curse have -15% to Chaos Resistance}} | ||
** {{c|mod|20% increased Damage if you've Killed a Cursed Enemy Recently}} | ** {{c|mod|20% increased Damage if you've Killed a Cursed Enemy Recently}} | ||
{{Version history table row|2.2.0 | }} | ||
{{Version history table row|2.2.0| | |||
* Added to the game. | * Added to the game. | ||
}} | |||
{{Version history table end}} |
Latest revision as of 15:04, 8 February 2024
Regenerate 1.5% of Energy Shield per second
10% increased Effect of your Curses
Cannot Be Stunned while you have Energy Shield [1]
Occultist is an Ascendancy passive skill for the Ascendant based on the Occultist Ascendancy class.
This passive grants additional curse limit, increased curse effect, energy shield regeneration, and stun immunity while you have any amount of energy shield.
Ruthless mode
Regenerate 2% of Energy Shield per second
Nearby Enemies are Chilled
Occultist in Ruthless mode does not grant increased curse effect or stun immunity while you have energy shield. Instead, it causes nearby enemies to be chilled, similar to Chilling Presence or Expedition's EndExpedition's End
Sentinel JacketEvasion: (660-925)
Energy Shield: (134-190)
Movement Speed: -3%Requires Level 59, 86 Dex, 86 Int(100-150)% increased Evasion and Energy Shield
(5-10)% increased maximum Life
All Damage can Freeze
Freeze Chilled Enemies as though dealing (50-100)% more Damage
Nearby Enemies are ChilledHe may have returned from the frozen southern reaches, but that doesn't mean he ever truly escaped them.. It also grants a higher amount of energy shield regeneration.
Nearby Enemies are Chilled: This stat causes the player to chill enemies within a distance of 3 meters, with a base effect of 10%. As a chill from the player, its effect scales with ailment effect modifiers, it can apply chilled by you stats, counts as having chilled recently, cannot chill with Cannot Chill, and can be reflected by 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 Block Attack 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.. It is not a chilling area.
Version history
Version | Changes |
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3.22.0 |
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3.2.0 |
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2.2.0 |
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