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{{Passive skill box|The Impaler}}
{{Passive skill box|The Impaler}}


'''The Impaler''' is a [[keystone passive skill]]. Whenever you [[impale]] a target, it applies four additional impales and also applies it to nearby enemies, but prevents them from receiving any further impales for 4 seconds, and impales cannot be Called using [[Call of Steel]].
'''The Impaler''' is a [[keystone passive skill]]. Whenever a [[hit]] from you or your skills [[impale]]s a target, that hit also impales all nearby enemies, and applies an additional 4 impale debuffs to each (for a total of 5). It then causes each affected enemy to [[avoid]] impale for 4 seconds, during which impales cannot be Called from them with [[Call of Steel]].


==Mechanics==
==Mechanics==
The Impaler causes hits to inflict 4 additional impale debuffs, for a total of 5, to all enemies in an area, with the downside of preventing the application of more impale debuffs to those enemies for 4 seconds. This can be useful in combination with slow but powerful impaling hits, or potentially in a scenario with low available impale chance.
*'''Example''': A character attacks with a slow or limited hit such as an [[exert]]ed {{il|Vaal Ground Slam}} used during {{il|Phase Run}}, applying 5 powerful impale debuffs to an enemy and all other enemies nearby. A faster-hitting secondary skill such as {{il|Storm Brand}} or {{il|Cyclone}} can then 'cash out' the stored impale damage, before the debuffs' duration expires.


The Impaler changes your attacks to cause them to inflict 4 additional impale hits. This gives a total of 5 impales instead of 1. The downside to this is no impales for 4 seconds on enemies after the impale effect. This can be particularly strong when 1 skill has much more impale damage than others.
Impales cannot be Called from an enemy or their corpse by using [[Call of Steel]] until 4 seconds after the initial impale. Enemies that die in a single hit do not get impaled.<ref>Tested 3.23.0c</ref>
*'''Example''': A character uses Vaal ground slam as their first hit on an enemy with the Impaler. The next 5 hits will activate 5 times the impale damage than vaal ground slam did before, but they will not apply new impale stacks themselves. A fast attack skill like cyclone will activate the 5 vaal ground slam impales faster.


After an enemy affected by The Impaler dies, impales cannot be called from the corpse using [[Call of Steel]] until 4 seconds after the initial impale. Enemies that die in a single hit do not get impaled.<ref>Tested 3.23.0c</ref>
Due to its ability to inflict multiple impales with one hit, the Impaler can stack impales on enemies beyond typical methods. For example, by impaling an enemy, waiting for 4 seconds, then impaling them again, an enemy can be left with 5 debuffs that have 5 hits remaining, and 5 debuffs that have 4 hits remaining, for a total of 10. (Or even more through impale duration or {{il|Temporal Chains}}.) While likely impractical, it may become meaningful in combination with {{c|mod|for each Impale on Enemy}} modifiers.


'''Party'''
Because the impaler's effect on enemies causes them to avoid impales from ''all'' sources, The Impaler may conflict with impaling [[partying|party members]] or [[minion]]s.  
 
The impaler prevents all impales on enemies from all sources. If other players are scaling impale damage this can potentially lower the overall damage of the group. Therefore when joining a party with strangers, telling other people about this might help the groups overall damage.
 
Other party members hits activate your impale damage faster than solo play.


==Damage calculations==
==Damage calculations==
{{Tone|reason=feels closer to recommendations than theory in parts.}}
All calculations assume 100% impale chance to make them simple.
All calculations assume 100% impale chance to make them simple.
For characters using impale damage, The impaler keystone has the potential to raise or lower the total damage done. Whether or not the impaler can raise or lower the total damage is dependent on the following factors:
For characters using impale damage, The impaler keystone has the potential to raise or lower the total damage done. Whether or not the impaler can raise or lower the total damage is dependent on the following factors:

Revision as of 09:49, 23 April 2024

The Impaler
Keystone
When your Hits Impale Enemies, also Impale other Enemies near them
Inflict 4 additional Impales on Enemies you Impale
For 4 seconds after you Impale Enemies, they cannot be Impaled again, and Impales cannot be Called from them [1]
Punish your enemies with the excessive cruelty of a tyrant, then move on without a second thought.

The Impaler is a keystone passive skill. Whenever a hit from you or your skills impales a target, that hit also impales all nearby enemies, and applies an additional 4 impale debuffs to each (for a total of 5). It then causes each affected enemy to avoid impale for 4 seconds, during which impales cannot be Called from them with Call of Steel.

Mechanics

The Impaler causes hits to inflict 4 additional impale debuffs, for a total of 5, to all enemies in an area, with the downside of preventing the application of more impale debuffs to those enemies for 4 seconds. This can be useful in combination with slow but powerful impaling hits, or potentially in a scenario with low available impale chance.

  • Example: A character attacks with a slow or limited hit such as an exerted Vaal Ground SlamVaal Ground SlamAttack, AoE, Vaal, Slam, Melee
    Level: (1-20)
    Souls Per Use: 15
    Can Store 4 Use(s)
    Soul Gain Prevention: 1 sec
    Attack Speed: 90% of base
    Attack Damage: (190-375)% of base
    Effectiveness of Added Damage: (190-375)%
    Slams the ground in front of you, creating a wave that travels in all directions that damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.25% reduced Enemy Stun Threshold
    +(0-0.9) metres to radius
    200% increased Stun Duration on enemies
    Can't be Evaded
    Deals up to (40-49)% more Damage with Hits to closer targets
    This Attack can be Exerted as though it was not a Vaal Skill

    Additional Effects From 1-20% Quality:
    Deals up to +(1-20)% more Damage with Hits to closer targets
    CorruptedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    used during Phase RunPhase RunSpell, Duration, Movement, Physical, Travel
    Level: (1-20)
    Cost: (8-13) Mana
    Cooldown Time: 4.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 34Gain a buff that makes you faster, harder to detect, and grants Phasing, letting you pass through enemies. Performing any skill replaces this buff with one that boosts melee physical damage of skills you use yourself (it will not apply to your melee skills used by totems). Consumes Frenzy Charges to increase duration.Base duration is 1.80 seconds
    Base secondary duration is 0.20 seconds
    (30-39)% increased Movement Speed
    (20-30)% more Melee Physical Damage
    100% increased Skill Duration per Frenzy Charge removed
    Grants Phasing
    100% increased Stealth

    Additional Effects From 1-20% Quality:
    (0.5-10)% increased Movement Speed
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , applying 5 powerful impale debuffs to an enemy and all other enemies nearby. A faster-hitting secondary skill such as Storm BrandStorm BrandLightning, Spell, AoE, Chaining, Duration, Brand
    Level: (1-20)
    Cost: (8-21) Mana
    Cast Time: 0.75 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 30%
    Requires Level 12Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, firing beams which deal damage to nearby enemies and those around them. The brand will detach if the enemy dies.Deals (3-92) to (8-277) Lightning Damage
    Activates every 0.5 seconds while Attached
    Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
    Can be Detached for a total Duration of 6.00 seconds
    Can be Attached for a total Duration of 5.00 seconds
    Sends beams to 3 Enemies, including the Branded Enemy
    Deals (80-130)% more Damage with Hits against Branded Enemy

    Additional Effects From 1-20% Quality:
    Sends beams to +(0.05-1) Enemies
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    or CycloneCycloneAttack, AoE, Movement, Channelling, Physical, Melee
    Level: (1-20)
    Cost: 2 Mana
    Attack Speed: 300% of base
    Attack Damage: (44-59)% of base
    Effectiveness of Added Damage: (44-59)%
    AoE Radius: 1.6
    Requires Level 28Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.(5-28) to (8-42) Added Attack Physical Damage
    10% increased Area of Effect per 0.1 metre additional Melee Strike Range
    30% less Movement Speed

    Additional Effects From 1-20% Quality:
    (0.5-10)% more Movement Speed
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    can then 'cash out' the stored impale damage, before the debuffs' duration expires.

Impales cannot be Called from an enemy or their corpse by using Call of Steel until 4 seconds after the initial impale. Enemies that die in a single hit do not get impaled.[1]

Due to its ability to inflict multiple impales with one hit, the Impaler can stack impales on enemies beyond typical methods. For example, by impaling an enemy, waiting for 4 seconds, then impaling them again, an enemy can be left with 5 debuffs that have 5 hits remaining, and 5 debuffs that have 4 hits remaining, for a total of 10. (Or even more through impale duration or Temporal ChainsTemporal ChainsSpell, AoE, Duration, Curse, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Requires Level 24Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.Base duration is (5.00-8.80) seconds
+(0-1) metre to radius
50% less Effect of Curse against Players
Cursed Normal and Magic Enemies have (15-29)% less Action Speed
Other effects on Cursed enemies expire 25% slower
Cursed Rare and Unique Enemies have (9-18)% less Action Speed

Additional Effects From 1-20% Quality:
(1-20)% increased Curse Duration
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
.) While likely impractical, it may become meaningful in combination with for each Impale on Enemy modifiers.

Because the impaler's effect on enemies causes them to avoid impales from all sources, The Impaler may conflict with impaling party members or minions.

Damage calculations

This article's tone is highly subjective and should be rewritten in a way that presents facts rather than opinions.

feels closer to recommendations than theory in parts. Relevant discussion may be found on the talk page.

All calculations assume 100% impale chance to make them simple. For characters using impale damage, The impaler keystone has the potential to raise or lower the total damage done. Whether or not the impaler can raise or lower the total damage is dependent on the following factors:

  • Hits per second: The more hits per second on enemies, the less likely the impaler is to be a better option. The reason for this is because hitting a lot will make the impales run out before you can apply more after the 4 second impale cooldown. Slow attack builds do not have to worry about the 4 second cooldown lowering their damage.
  • Damage Variance: When a player is capable of doing a lot more damage with 1 single hit occasionally and mostly doing less impale damage afterwards, this increases the damage of the impaler keystone. The reason for this is because The impaler gives 5 times the impale damage for the higher damage skill, than without it.
  • Maximum impales: For players with 5 impales max, this factor will not matter. For players with over 5 max impales, the total damage potential will go down in a longer fight that involves more than 6 total hits. For fights with fewer than 6 hits on an enemy, the 5 impale limit will not matter.

This example will try to use all of these factors to their highest potential to show that The Impaler does higher damage for certain specific builds.

  • A slow attack speed vaal ground slam build.
  • no maximum impales (It doesn't hurt, it just doesn't help in most short term fights)
  • Even higher damage variance by using as many temporary damage modifiers that raise the hit damage.
  • For most enemies clear trash with your favorite skill, cause they are easier to kill. For harder enemies, use as many temporary damage modifiers right before vaal ground slam. Make sure Vaal ground slam is your first hit on tough enemies or they will get weaker damage impales for 4 seconds.
  • Long Fights For characters with 100% chance to impale, using a 4 second cooldown instant skill or 4 second duration flask right after the impale lands will remind you when you will land impales on hit again. Always use your higher damage skill with as many temporary damage modifiers that affect the outgoing damage to maximize the impale damage.

Location

The Impaler is located on the south side of the tree, on the left side of outer part of the Duelist's area across Crimson Dance.

Class Distance from start
Duelist 12
Marauder 12
Ranger 15
Scion 16
Templar 18
Shadow 22
Witch 25

Related unique items

ItemBase ItemRequired levelStats
Skin of the LordsSkin of the Lords
Simple Robe
Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
Item has 6 Sockets and is fully linked (Hidden)
<Random Keystone>
CorruptedThe Lords are chosen so carefully.
Only they may grace His flesh.
Simple Robe1Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
Item has 6 Sockets and is fully linked (Hidden)
<Random Keystone>
Acrobatics
Ancestral Bond
Arrow Dancing
Avatar of Fire
Blood Magic
Call to Arms
Conduit
Crimson Dance
Divine Shield
Hex Master
Eldritch Battery
Elemental Equilibrium
Elemental Overload
Eternal Youth
Ghost Dance
Ghost Reaver
Glancing Blows
Iron Grip
Iron Reflexes
Iron Will
Lethe Shade
Magebane
Mind Over Matter
Minion Instability
Pain Attunement
Perfect Agony
Point Blank
Precise Technique
Resolute Technique
Runebinder
Imbalanced Guard
Solipsism
Supreme Ego
The Agnostic
The Impaler
Unwavering Stance
Vaal Pact
Versatile Combatant
Wicked Ward
Wind Dancer
Zealot's Oath
Corrupted

Related modifiers

Scourge
Scourge is not added to the core game so that these mods can only be found in existing items in the permanent leagues
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.StatsSpawn Weighting
HellscapeUpsideKeystoneTheImpaler_68The Impalerbody_armour 10
Sentinel
Sentinel mechanic is not added to the core game so that these mods can only be created in the permanent leagues by using legacy currency Recombinators
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.Stats
of the Sentinel68The Impaler


In addition, during Sanctum leagues, players can use Lycia's Invocation of the Impaler to add the mod The ImpalerSanctumSpecialCorruptionKeystoneTheImpaler
Corrupted
The Impaler
to a relic. However, Lycia's Invocation is not added to the core game after the league end and the subsequent rework of The Forbidden Sanctum mechanic.

Version history

Version Changes
3.13.0
  • Now prevents Call of Steel removing any Impales inflicted within the last 4 seconds.
3.11.0
  • Introduced to the game.
  1. Tested 3.23.0c