Scorching Ray

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Revision as of 00:19, 22 November 2016 by >Sozun (Improved phrasing within the 'Skill functions and interactions' section)
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Scorching Ray is a channelling fire spell that fires a beam that inflicts burning damage to targets in front of the caster.

Skill functions and interactions

  • Scorching ray applies a stacking debuff on enemies which deals fire damage over time, causes enemies to lose 3% fire resist per stack, and causes Scorching Ray to deal an additional 60% damage per stack to the target for each stack past the first. This effect stacks up to a total of 8 times on an enemy for a total of 24% reduced fire resistance and a total damage multiplier of 420% more damage at maximum stacks. The damage portion of the debuff does not stack. The duration of any debuff stack applied by Scorching Ray on the target is refreshed upon applying a subsequent debuff stack. The rate at which the debuff is applied is determined by the base cast speed of the skill and can be modified by cast speed. The debuff is applied to an enemy monster and increases the damage they take from scorching Ray, it does not increase the damage it deals to other targets.[1]
  • Damage over time: Modifiers to Spell, Fire, Elemental, Burning Damage, Damage Over Time, and duration affect the damage over time component of this spell.
  • Scorching Ray does not hit and therefore cannot be supported by added damage supports such as Module Error: No skills found with q_where = skill.active_skill_name="Added Chaos Damage Support" and cannot confer the effects of supports such as Module Error: No skills found with q_where = skill.active_skill_name="Blind Support" or Module Error: No skills found with q_where = skill.active_skill_name="Curse On Hit Support".
  • While channeling Scorching Ray, the player has a reduced turning rate which is modified by cast speed
  • Scorching Ray is not a projectile or an area of effect skill and therefore is not affected by modifiers to projectile damage, area damage, projectile speed, or area of effect.[2]
  • Touching an unaffected target by the beam at any point during a cast interval will apply the first stage of the debuff. If the target remains in the beam, the spell will apply the next stage of the debuff the instant it consumes mana from the player again. As a result, It is possible to inflict multiple degen stacks in quick succession to targets with only brief contact such as when sweeping the beam across the screen.
  • Scorching Ray has a delay, equal to the cast time, between the pressing of the skill and the appearance of the beam.
  • While multiple burning damage effects from Scorching Ray may be applied (either by multiple players or via multiple totems), the maximum total fire resistance reduction on a monster from all instances cannot exceed 24%.[3]
  • Scorching Ray has the channeling tag and therefore cannot be supported by Module Error: No skills found with q_where = skill.active_skill_name="Spell Echo".
  • See Channelling for more information.

Gem level progression

LevelRequired LevelRequired IntelligenceMana
Cost
Fire
Damage
per sec
Exp.Total Exp.
112332N/A00
215392N/A1524915249
319482N/A4151756766
423563N/A81983138749
527643N/A147968286717
631733N/A250557537274
735813N/A405086942360
838883N/A4477181390078
941944N/A6153182005396
10441004N/A8346392840035
11471064N/A15707604410795
12501134N/A16339876044782
13531194N/A21510308195812
14561255N/A281218911008001
15591325N/A509936016107361
16621385N/A940073125508092
17641425N/A1527336640781458
18661465N/A2628658267068040
19681515N/A62890590129958630
20701555N/A212046017342004647
21721595N/AN/AN/A
2274N/A6N/AN/AN/A
2376N/A6N/AN/AN/A
2478N/A6N/AN/AN/A
2580N/A6N/AN/AN/A
2682N/A6N/AN/AN/A
2784N/A6N/AN/AN/A
2886N/A6N/AN/AN/A
2988N/A6N/AN/AN/A
3090N/A7N/AN/AN/A
3191N/A7N/AN/AN/A
3292N/A7N/AN/AN/A
3393N/A7N/AN/AN/A
3494N/A7N/AN/AN/A
3595N/A7N/AN/AN/A
3696N/A7N/AN/AN/A
3797N/A7N/AN/AN/A
3898N/A7N/AN/AN/A
3999N/A7N/AN/AN/A
40100N/A7N/AN/AN/A

Quest reward

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Vendor reward

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Related helmet enchantments

The following helmet enchantments affect Scorching Ray.

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.

NameFor generated item/monster modifiers the minimum item/monster level respectively. Some generation types may not require this condition to be met, however item level restrictions may be raised to 80% of this value.LabyrinthStatsSpawn Weighting
Enchantment Fire Beam Cast Speed 166Merciless Labyrinth8% increased Scorching Ray Cast Speedhelmet 100
Enchantment Fire Beam Cast Speed 275Eternal Labyrinth12% increased Scorching Ray Cast Speedhelmet 100
Enchantment Scorching Ray Damage 166Merciless Labyrinth25% increased Scorching Ray Damagehelmet 100
Enchantment Scorching Ray Damage 275Eternal Labyrinth40% increased Scorching Ray Damagehelmet 100
Enchantment Fire Beam Length 166Merciless Labyrinth10% increased Scorching Ray beam lengthhelmet 100
Enchantment Fire Beam Length 275Eternal Labyrinth15% increased Scorching Ray beam lengthhelmet 100


Version history

Version Changes
2.4.2
  • Scorching Ray has been added to the game.

References

  1. Bex_GGG (November 17, 2016). "Scorching Ray Debuff Mechanics". Path of Exile Official Subreddit. Retrieved November 17, 2016.
  2. Bex_GGG (November 1, 2016). "Scorching Ray Skill Gem Mechanics". Official Path of Exile Forums. Retrieved November 3, 2016.
  3. Bex_GGG (November 21, 2016). "Recently Asked Community Questions". Path of Exile Forums. Retrieved November 21, 2016.