Passive Mastery: Difference between revisions

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Table of Passive Masteries


{| class="wikitable sortable"
|+ Passive Masteries
|-
! Name !! Count !! Stats
|-
| Accuracy Mastery || 4 ||
*30% increased Accuracy Rating if you haven't Killed Recently
*Precision has 100% increased Mana Reservation Efficiency
*Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
*40% increased Accuracy Rating against Unique Enemies
|-
| Armour Mastery || 5 ||
*+600 to Armour while affected by a Guard Skill Buff
*You take 30% reduced Extra Damage from Critical Strikes
*20% chance to Defend with 200% of Armour
*50% increased Stun Threshold
*Determination has 25% increased Mana Reservation Efficiency
*100% increased Armour from Equipped Shield
|-
| Fortify Mastery || 2 ||
*Melee Hits Fortify
-3 to maximum Fortification
*+3 to maximum Fortification
*100% increased Fortification Duration
*10% reduced Damage over Time Taken while you have at least 20 Fortification
|-
| Armour and Energy Shield Mastery || 2 ||
*+1 to Armour per 1 Maximum Energy Shield on Helmet
*Defend with 120% of Armour while not on Low Energy Shield
*Increases and Reductions to Armour also apply to Energy Shield Recharge rate at 20% of their value
*20% reduced Effect of Curses on you
|-
| Attack Mastery || 8 ||
*+3 to Melee Strike Range
*Strike Skills which target additional Enemies can do so from 30% further away
*50% increased Mana Reservation Efficiency of Stance Skills
*40% increased Melee Damage with Hits at Close Range
*1% increased Attack Damage per 16 Strength
*Ruthless Hits Intimidate Enemies for 4 seconds
|-
| Spell Suppression Mastery || 3 ||
*Prevent +2% of Suppressed Spell Damage
*Debilitate Enemies for 1 second when you Suppress their Spell Damage
*Critical Strike Chance is increased by chance to Suppress Spell Damage
*You take 50% reduced Extra Damage from Suppressed Critical Strikes
*+10% chance to Suppress Spell Damage if your Boots, Helmet and Gloves have Evasion
|-
| Impale Mastery || 3 ||
*Dread Banner has 100% increased Mana Reservation Efficiency
*Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction
*Call of Steel deals Reflected Damage with 40% increased Area of Effect
*Call of Steel has 40% increased Use Speed
*Call of Steel has +4 to maximum Steel Shards
*Call of Steel causes 10% increased Reflected Damage
*20% increased Effect of Impales you inflict on non-Impaled Enemies
|-
| Blind Mastery || 2 ||
*30% increased Blind Effect
*100% increased Blind duration
*60% increased Critical Strike Chance against Blinded Enemies
*Cannot be Blinded
|-
| Flask Mastery || 8 ||
*Recover 10% of Life when you use a Life Flask while on Low Life
*Utility Flasks gain 1 Charge every 3 seconds
*Life Flasks gain 1 Charge every 3 seconds
*Mana Flasks gain 1 Charge every 3 seconds
*Flasks applied to you have 10% increased Effect
*Remove a random Elemental Ailment when you use a Mana Flask
*Remove a random non-Elemental Ailment when you use a Life Flask
|-
| Leech Mastery || 8 ||
*20% increased Maximum total Life Recovery per second from Leech
*30% increased Maximum total Mana Recovery per second from Leech
*30% increased Maximum total Energy Shield Recovery per second from Leech
*30% increased Damage while Leeching
*100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
|-
| Axe Mastery || 4 ||
*Enemies you hit are destroyed on Kill
*Bleeding you inflict deals Damage 15% faster
*40% increased Onslaught Effect
*30% increased Damage while in Blood Stance
*15% increased Area of Effect while in Sand Stance
*10% more Damage with Hits and Ailments against Enemies that are on Low Life
*Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second
|-
| Bleeding Mastery || 2 ||
*Moving while Bleeding doesn't cause you to take extra Damage
*60% increased Damage with Bleeding inflicted on Poisoned Enemies
*60% increased Bleeding Duration
*80% increased Critical Strike Chance against Bleeding Enemies
*+3% to Damage over Time Multiplier for Bleeding per Endurance Charge
|-
| Block Mastery || 3 ||
*+2% to maximum Chance to Block Attack Damage
*+2% to maximum Chance to Block Spell Damage
*+20 Life gained when you Block
*+20 Mana gained when you Block
*3% increased Spell Damage per 5% Chance to Block Spell Damage
*3% increased Attack Damage per 5% Chance to Block Attack Damage
|-
| Bow Mastery || 5 ||
*Blink Arrow and Mirror Arrow have 60% increased Cooldown Recovery Rate
*20% increased Area of Effect while wielding a Bow
*Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance
*50% increased Mirage Archer Duration
*8% increased Movement Speed while Phasing
*20% chance to gain Phasing for 4 seconds on Kill
*35% increased Damage while you are wielding a Bow and have a Totem
|-
| Projectile Mastery || 3 ||
*Projectiles deal 20% increased Damage for each Enemy Pierced
*Projectiles deal 20% increased Damage for each time they have Chained
*1% increased Projectile Damage per 16 Dexterity
*Knock Back Enemies if you get a Critical Strike with Projectile Damage
*15% more Projectile Speed
*15% less Projectile Speed
|-
| Brand Mastery || 3 ||
*Recover 10% of Mana when a Brand expires while Attached
*Brands have 30% increased Area of Effect if 50% of Attached Duration expired
*Brands Attach to a new Enemy each time they Activate, no more than once every 0.3 seconds
*Brand Recall has 50% increased Cooldown Recovery Rate
*You can Cast 2 additional Brands
*40% increased Brand Attachment range
|-
|
Caster Mastery
||
8
||
*Final Repeat of Spells has 30% increased Area of Effect
*Spells cause you to gain Mana equal to their Upfront Cost every fifth time you Pay it
*Cannot be Chilled or Frozen while Casting a Spell
*Spells which can gain Intensity have +1 to maximum Intensity
*Skills supported by Unleash have +1 to maximum number of Seals
*1% increased Spell Damage per 16 Intelligence
|-
| Chaos Mastery
||
3
||
*+1% to Chaos Damage over Time Multiplier per 4% Chaos Resistance
*+1 to Level of all Chaos Skill Gems
Lose 10% of Life and Energy Shield when you use a Chaos Skill
*20% increased Effect of Withered
*0.5% of Chaos Damage Leeched as Energy Shield
+17% to Chaos Resistance
40% of Physical Damage Converted to Chaos Damage
|-
| Charge Mastery
||
4
||
*Cannot be Ignited while at maximum Endurance Charges
*Cannot be Chilled while at maximum Frenzy Charges
*Cannot be Shocked while at maximum Power Charges
*100% increased Charge Duration
*3% increased Damage per Endurance, Frenzy or Power Charge
|-
| Claw Mastery
||
4
||
*1% of Attack Damage Leeched as Life
*1% of Attack Damage Leeched as Mana
*20% chance to Blind Enemies on Critical Strike
*+10 Life gained for each Enemy hit by your Attacks
+5 Mana gained for each Enemy hit by your Attacks
*6% chance to gain a Frenzy Charge and a Power Charge on Kill
*Enemies Poisoned by you cannot deal Critical Strikes
*Skills Supported by Nightblade have 40% increased Effect of Elusive
|-
| Cold Mastery
||
5
||
*Enemies Become Chilled as they Unfreeze, causing 30% reduced Action Speed
*40% of Physical Damage Converted to Cold Damage
*60% increased Freeze Duration on Enemies
*25% chance to gain a Frenzy Charge when you Shatter an Enemy
*Cold Exposure you inflict applies an extra -5% to Cold Resistance
*Curses on Enemies in your Chilling Areas have 15% increased Effect
|-
| Critical Mastery
||
7
||
*50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
*+25% to Critical Strike Multiplier against Unique Enemies
*Stuns from Critical Strikes have 100% increased Duration
*+3 to Level of all Critical Support Gems
*You take 30% reduced Extra Damage from Critical Strikes
*150% increased Critical Strike Chance against Enemies on Full Life
|-
| Curse Mastery ||
5
||
*+20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies
*20% chance for Hexes you Cast which can gain Doom to be applied with Maximum Doom
*Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds
*Your Curses have 20% increased Effect if 50% of Curse Duration expired
*Enemies you Curse are Hindered, with 15% reduced Movement Speed
*30% increased Mana Reservation Efficiency of Curse Aura Skills
|-
| Mark Mastery ||
2
||
*25% increased Effect of your Marks
*Enemies near your Marked Enemy are Blinded
*10% increased Movement Speed if you've cast a Mark Spell Recently
*Life Flasks gain a Charge when you hit your Marked Enemy, no more than once every 0.5 seconds
|-
| Link Mastery ||
2
||
*Enemies inflict Elemental Ailments on you instead of Linked targets
*20% increased Damage per Linked target
*Your Linked Targets take 5% reduced Damage
*Enemies near your Linked targets have Fire, Cold and Lightning Exposure
|-
| Dagger Mastery ||
4
||
*+100% to Critical Strike Multiplier against Enemies that are on Full Life
*Critical Strikes have Culling Strike
*+8% chance to Suppress Spell Damage for each Dagger you're Wielding
*8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons
*15% more Maximum Physical Attack Damage with Daggers
*Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
|-
| Life Mastery ||
19
||
*10% increased maximum Life
10% reduced Life Recovery rate
*Regenerate 2% of Life per second while moving
*+50 to maximum Life
*15% reduced Life Cost of Skills
*50% increased Life Recovery from Flasks used when on Low Life
*Vitality has 100% increased Mana Reservation Efficiency
|-
| Damage Over Time Mastery ||
4
||
*30% increased Effect of Cruelty
*+10% to Damage over Time Multiplier if you've Killed Recently
*15% increased Duration of Ailments on Enemies
*15% increased Skill Effect Duration
*10% less Damage Taken from Damage over Time
|-
| Dual Wielding Mastery ||
3
||
*+15% Chance to Block Spell Damage while Dual Wielding
Dual Wielding does not inherently grant chance to Block Attack Damage
*+1% to Off Hand Critical Strike Chance while Dual Wielding
*60% increased Damage while wielding two different Weapon Types
*20% chance to gain Elusive when you Block while Dual Wielding
*+15% Chance to Block Attack Damage if you have not Blocked Recently
*20% chance to Maim Enemies with Main Hand Hits
*20% chance to Blind Enemies with Off Hand Hits
|-
| Duration Mastery ||
2
||
*10% more Skill Effect Duration
*10% less Skill Effect Duration
*Debuffs on you expire 15% faster
*20% reduced Elemental Ailment Duration on you
|-
| Elemental Mastery ||
6
||
*Exposure you inflict applies at least -18% to the affected Resistance
*60% reduced Reflected Elemental Damage taken
*Gain 10% of Physical Damage as Extra Damage of a random Element
*40% increased Effect of Non-Damaging Ailments
*+15% to all Elemental Resistances
*1% of Elemental Damage Leeched as Energy Shield
|-
| Lightning Mastery ||
4
||
*40% of Physical Damage Converted to Lightning Damage
*Lightning Damage with Non-Critical Strikes is Lucky
*Your Shocks can increase Damage taken by up to a maximum of 60%
*80% increased Critical Strike Chance against Shocked Enemies
*Non-Projectile Chaining Lightning Skills Chain +1 times
*Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
|-
| Energy Shield Mastery ||
6
||
*30% increased Light Radius
*Light Radius is based on Energy Shield instead of Life
*Cannot be Frozen if Energy Shield Recharge has started Recently
*Stun Threshold is based on 50% of your Energy Shield instead of Life
*Regenerate 2% of Energy Shield per second
*Gain 3% of Maximum Mana as Extra Maximum Energy Shield
*Discipline has 25% increased Mana Reservation Efficiency
|-
| Evasion and Energy Shield Mastery ||
2
||
*30% increased Evasion Rating while you have Energy Shield
*20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
*30% of Chaos Damage does not bypass Energy Shield
*+1 to Energy Shield per 8 Evasion on Boots
|-
| Evasion Mastery ||
5
||
*Cannot be Stunned if you haven't been Hit Recently
*40% increased Evasion Rating if you have been Hit Recently
*10% increased Movement Speed if you haven't taken Damage Recently
*30% chance to Avoid being Poisoned
*30% chance to Avoid Bleeding
*30% chance to Avoid being Impaled
*Grace has 25% increased Mana Reservation Efficiency
*100% increased Evasion Rating from your Body Armour
|-
| Armour and Evasion Mastery ||
2
||
*Gain 5% of Evasion Rating as Extra Armour
*8% increased Evasion Rating per Frenzy Charge
*8% increased Armour per Endurance Charge
*Defiance Banner has 100% increased Mana Reservation Efficiency
*+1 to Evasion Rating per 1 Armour on Gloves
|-
| Fire Mastery ||
7
||
*Fire Exposure you inflict applies an extra -5% to Fire Resistance
*Recover 2% of Life when you Ignite a non-Ignited Enemy
*40% of Physical Damage Converted to Fire Damage
*20% chance to cover Enemies in Ash when they Hit you
*1% increased Fire Damage per 20 Strength
*+20% to Fire Damage over Time Multiplier
-30% to Fire Resistance
|-
| Mace Mastery ||
5
||
*All Damage with Maces and Sceptres inflicts Chill
*20% increased Area of Effect if you've dealt a Critical Strike Recently
*Crush Enemies on hit with Maces and Sceptres
*12% chance to deal Double Damage with Attacks if Attack Time is longer than 1 second
*50% increased Stun Duration on Enemies
*Hits that Stun Enemies have Culling Strike
|-
| Mana Mastery ||
9
||
*Regenerate 5 Mana per second while you have Arcane Surge
*Recover 10% of Mana over 1 second when you use a Guard Skill
*10% of Damage taken Recouped as Mana
*10% reduced Mana Cost of Skills
*10% chance to Recover 10% of Mana when you use a Skill
*Clarity has 100% increased Mana Reservation Efficiency
|-
| Physical Mastery || 6 ||
*War Banner has 100% increased Mana Reservation Efficiency
*20% chance to Impale Enemies on Hit
*60% reduced Reflected Physical Damage taken
*Overwhelm 15% Physical Damage Reduction
*40% increased Physical Damage with Skills that Cost Life
*Skills that leave Lingering Blades have 20% chance to leave two Lingering Blades instead of one
Skills that leave Lingering Blades have +10 to Maximum Lingering Blades
|-
| Mine Mastery || 6 ||
*Each Mine applies 2% increased Damage taken to Enemies near it, up to 10%
*Each Mine applies 2% reduced Damage dealt to Enemies near it, up to 10%
*30% increased Effect of Auras from Mines
*Summoned Skitterbots have 100% increased Cooldown Recovery
*Mines cannot be Damaged
*Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently
|-
| Minion Offence Mastery || 8 ||
*Minions Attacks Overwhelm 20% Physical Damage Reduction
*Minions Penetrate 8% of Cursed Enemies' Elemental Resistances
*Minions have 25% chance to gain Unholy Might for 4 seconds on Kill
*Minions have 100% increased Critical Strike Chance
*Minions have +250 to Accuracy Rating
*20% increased effect of Offerings
|-
| Minion Defence Mastery || 5 ||
*Minions have +8% to all maximum Elemental Resistances
*Link Skills can target Damageable Minions
*Minions Leech 1% of Damage as Life
*Convocation has 40% increased Cooldown Recovery Rate
*Minions have 15% reduced Life Recovery rate
*Minions have 30% increased maximum Life
*Minions Recover 5% of Life on Minion Death
|-
| Poison Mastery || 4 ||
*Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
*Poisons you inflict deal Damage 20% faster
*+12% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
*20% increased Poison Duration
*Recover 3% of Life on Killing a Poisoned Enemy
*Plague Bearer has 20% increased Maximum Plague Value
|-
| Reservation Mastery || 6 ||
*8% increased Damage for each of your Aura or Herald Skills affecting you
*15% increased Mana Reservation Efficiency of Skills
*30% increased Life Reservation Efficiency of Skills
*30% increased Area of Effect of Aura Skills
*Auras from your Skills have 15% increased Effect on you
*Non-Curse Aura Skills have 50% increased Duration
|-
| Shield Mastery || 5 ||
*Counterattacks have a 50% chance to Debilitate on Hit for 1 second
*+1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield
*Intimidate Enemies for 4 seconds on Block while holding a Shield
*20% chance to Avoid Elemental Ailments while holding a Shield
*2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
*+1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
|-
| Staff Mastery || 5 ||
*Recover 2% of Energy Shield when you Block Spell Damage while wielding a Staff
*Recover 2% of Life when you Block Attack Damage while wielding a Staff
*30% increased Defences while wielding a Staff
*+8% Chance to Block Attack Damage if you've Stunned an Enemy Recently
*20% chance to double Stun Duration
*Gain Unholy Might on block for 3 seconds
*+60% to Critical Strike Multiplier if you haven't dealt a Critical Strike Recently
|-
| Sword Mastery || 4 ||
*+3 to Melee Strike Range with Swords
*20% chance to Impale Enemies on Hit with Attacks
*8% chance to gain a Frenzy Charge when you Hit a Unique Enemy
*Off Hand Accuracy is equal to Main Hand Accuracy while wielding a Sword
*120% increased Critical Strike Chance with Swords
*-20% to Critical Strike Multiplier with Swords
*50% reduced Enemy Chance to Block Sword Attacks
|-
| Totem Mastery || 6 ||
*Totems' Action Speed cannot be modified to below base value
*Skills that would Summon a Totem have 30% chance to Summon two Totems instead
*5% of Damage from Hits is taken from your nearest Totem's Life before you
*Totems Taunt Enemies around them for 1 seconds when Summoned
*60% increased Global Critical Strike Chance if you've Summoned a Totem Recently
*50% increased Totem Placement range
|-
| Trap Mastery || 5 ||
*5% chance to throw up to 4 additional Traps
*Summon Skitterbots has 50% increased Mana Reservation Efficiency
*Can have up to 5 additional Traps placed at a time
*60% increased Trap Trigger Area of Effect
*Recover 30 Life when your Trap is triggered by an Enemy
*Traps cannot be Damaged
|-
| Two Hand Mastery || 4 ||
*3% chance to deal Triple Damage
*40% increased Damage with Hits against Rare and Unique Enemies
*10% increased Armour per Red Socket on Main Hand Weapon
*10% increased Evasion Rating per Green Socket on Main Hand Weapon
*15% more Stun Duration with Two Handed Weapons
*Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments
10% reduced Attack Speed
|-
| Wand Mastery
||
4
||
*10% chance to gain a Power Charge on Critical Strike with Wands
*Unnerve Enemies for 4 seconds on Hit with Wands
*Wand Attacks fire an additional Projectile
*Increases and Reductions to Spell Damage also apply to Attacks while wielding a Wand
*0.5% of Attack Damage Leeched as Life
0.5% of Attack Damage Leeched as Mana
*Intelligence is added to Accuracy Rating with Wands
|-
|
Warcry Mastery
||
4
||
*Exerted Attacks deal 25% increased Damage
*Warcries cannot Exert Travel Skills
*Remove an Ailment when you Warcry
*Recover 15% of Life when you use a Warcry
*20% increased Damage for each time you've Warcried Recently
*Warcries Debilitate Enemies for 1 second
*Warcries have a minimum of 10 Power
|-
|
Attributes Mastery
||
3
||
*5% increased Attributes
*1% increased Damage per 5 of your lowest Attribute
*+5 to Strength per Allocated Mastery Passive Skill
*+5 to Intelligence per Allocated Mastery Passive Skill
*+5 to Dexterity per Allocated Mastery Passive Skill
|-
|
Resistance and Ailment Protection Mastery
||
6
||
*Corrupted Blood cannot be inflicted on you
*You cannot be Maimed
You cannot be Hindered
You cannot be Impaled
*20% chance to Avoid being Stunned
*20% reduced Effect of Curses on you
*+12% to all Elemental Resistances
+7% to Chaos Resistance
|}

Revision as of 20:52, 31 October 2021