Frigid Wake
Cannot be Chilled
Cannot be Frozen
Every 4 seconds, 50% chance to Freeze nearby Non-Frozen Enemies for 0.4 seconds
Nearby Chilled Enemies deal 10% reduced Damage with Hits [1]
Frigid Wake is a notable Ascendancy passive skill for the Occultist. It grants more cold damage, and immunity to chill and freeze. It also periodically freezes nearby non-frozen enemies and causes nearby chilled enemies to deal less damage with hits. The freeze applied by this passive can be scaled with ailment duration and freeze duration modifiers.
Ruthless mode
Nearby Enemies are Chilled
Frigid Wake in Ruthless mode does not grant more cold damage, chill and freeze immunity, or hit damage reduction from nearby chilled enemies. 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..
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: 8.50%
Attacks per Second: 1.25
Weapon Range: 1.3 metresRequires Level 60, 113 Str, 113 Int+25% 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 |
---|---|
3.22.0 |
|
3.13.0 |
|
3.5.0 |
|