Powerful assault poe

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[3.10] Volatile Dead NecroSlinger - 100% T16 & all contents - 10+kk DPS, 6k HP, max block, HPonBlock

Hellooo Exiles!
After quite a long time without writing guides, I come back with another Volatile Deadbuild.
Back in Abyss League, precisely two years ago, I developed the Abyssal Volatile Poet, which used a combination of mechanics to automatate the use of Volatile Dead, granting lots of damage, freedom and tankyness.
This time we are using the newly introduced gem Spellslingerto automate our playstyle, achieving an incredibly balanced build, in terms of offence/defence and clearing/single target damage.
As always, english is not my native language, so I apologise for possible errors and/or unclarity.

Main updates


- Apr 10, 2020: killed few AL8 Sirus in the meanwhile and updated a video of one of those, bought ring with onslaught on hit for QoL

- Apr 07, 2020: massive gear improvements, raised the average damage of each orb by about 100k, updated the Gear section, screenshots, PoB links, etc.

- Apr 05, 2020: trying out the "Utility version" instad of the damage versione (check PoB and FAQs), minor adjustments here and there

- Apr 04, 2020: new videos and FAQs, updated PoB with new jewels and gear pieces, damage increased by a lot

- Mar 31, 2020: guide published



Table of Contents:

- Why should I play this build?
- Pros & Cons
- Mechanics Breakdown - Detailed chapter
- Bandits
- Passive tree progression
- Ascendency & Pantheon
- Gear
- Gems
- Screenshots
- Videos
- FAQs


Why would I play this build?


Let's start by saying that the baseline for this build is clearly not unique, there are many other guides using Volatile Dead and Spellslinger, most of them with the Necromancer Ascendency class too.
This build offers a good solution to tackle this league contents, which are definitely some of the deadliest we've had in a while, with damage spiking out of nowhere (partially mitigated by the most recent patches) and an overall increase of tankyness of monsters. We use an interesting combination of mechanics, allowing us to reach impressing amounts of survivability, sustain and damage, targeting players that are interested in a medium-to-high budget version;
We are also using some really interesting Cluster Jewels to enchance our character.
This build only requires three buttons to work (move-only key, movement skill and triggering skill), is not flask realiant (even though the flasks help immensely) and is highly automated in its core mechanics.





Mechanics Breakdown - Detailed Chapter


Let's get started talking about the actual build and the mechanics involved.
This build utilizes the new Spellslinger gem to automate the use of our damaging skill, Volatile Dead, and the corpse generation, Desecrate.

Damage:
First of all we need to generate corpses, we achieve this with Desecrate supported by Spell Cascade, allowing us to reach the coprse of limit of 10 with each cast. This skill is automated by the first Spellslinger setup.
Our main source of damage is Volatile Dead, which creates three balls of fire, which chase enemies before exploding, dealing a good amount of fire damage; when they get generated, from corpses consumed by the skill, a smaller esplosion happens, which deal fire damage in an area based on a percentage of the corpse life. We support Volatile Dead with Spell Cascade too, to generate up to nine balls with each cast. These orbs have a duration, so you can cast a bunch of them before getting into the actual fight with a boss (there a limit of 60 balls active at the same time). This skill is automated by the second Spellslinger setup.
Spellslinger is a very unique skill; it automate the supported skills (reserving some mana) when you attack with a wand, but also the damage of the support spells with the wand's damage. The base colldown of the skill is 0.5s, but we can reduced it with Cooldown Recovery Speed, increasing substantially our effective DPS.
Our damage is strongly amplified by Herald of Ash, which is buffed by the unique cluster jewel Calamitous Vision and the unique ring Circle of Anguish.
We are also able to cast (automated) Wave of Convition (applying the Fire Exposure debuff) and Assassin's Mark (since we are crit-based) to further increase our damage.

Defense:
This is a Life-based build, that should achieve at least 5.5k HP at level 90, but can reach higher values with more levels and currency.
There was a time when having a big life pool was more than enough to avoid 99% of the dangerous situations; that time is no more. We have to layer multiple defenses to achieve high survivability.
Thanks to the Necromancer ability to benefit from Offering skills (Bone Offering in particular) and the Lethal Pride Timeless Jewel (the Kiloava's one), we easily achieve 75% chance to block attack and spell damage; the drawback is that we prevent only 50% of damage from hits we block. This is still a massive survivability bonus.
Bone Offering also grants us a lot of Life Recovery in Block, which can be further boostd by a suffix that can appear on Shaper/Warlord's shields, replenishing our life pool by 5% each time we block.
A high-level Steelskin supported by CWDT grants us and additional layer of pseudo-life pool when we most need it.
This build specifically focus on achieving permanent Stun Immunity and Elemental Ailments Immunity, with a combination of item mods, passive skills (Arcane Swiftness) and notables from cluster jewels (Flexible Sentry and/or Elegant Form). These malus are often overlooked, but being immune to them is massive defensive and QoL bonus.
Investing in some good jewels, with the right corruptions, we can also achieve Corrupting Blood Immunity (which is the scariest form of Bleeding) and Silence Immunity.

Utility & stuff:
Our main skills are automated by Spellslinger, our utility ones are triggered every 4s by a suffix we can bench-craft on out wand ("Trigger a socketed spell when you use a skill"); this way we can automate the aforementioned Bone Offering, Assassin's Mark and Wave of Conviction skills.
To trigger all the gems, we need to attack with our wand; using Frenzy as the triggering attack allows us to always mantain max Frenzy Charges. Supporting it with both Combustion and Inspiration directly buffs our Volatile Dead's damage.
We can have consistent generation of Power Charges thanks to Assassin's Mark and the cluster jewel notable Mage Hunter.
For our mobility we use Dash supported by Second Wind and Arcane Surge (granting us some additional damage); we can generate Arcane Surge in single target scenarios, even without dashing, thanks to the cluster jewel notable Arcane Heroism.
We can enhance our life recovery using Leech and another unique cluster jewel, Kitava's Teachings, which recovers 5% of our life and mana every second (the mana recovery is very good for no-regen maps).





Passive tree progression & PoB


You do not have to follow this progression precisely, feel free to grab more life or damage when you need it, and jewel sockets when you have something good to use.
The very first few levels you can use any skill you want, freezing pulse and then Arc are solid options.
At level 12 you can equip Volatile Dead (even though it's not that strong when you do not have the whole combo), at level 16 you also gain Desecrate and then at level 24 you finally have Spellslinger. At that point you are good to go with your endgame setup.
Make sure to grab good levelling uniques (Lifesprig, Tabula Rasa, Wanderlust, Doedre's Tenure, Goldrim, etc) to have a smooth experience.

This is a standard progressione without considering cluster jewels; when you have good ones, start using them.

- 27 Points: you can already place you first cluster jewel


- 50 Points: we grab some mana reservation to use the two Spllslinger setups and also Herald of Ash


- 76 Points: nothing special, just good stuff


- 100 Points: you unlock both cluster jewels, when you finally have the Thread oh Hope, remove the connecting points on the left part of the tree (as shown in the "gear->jewels->unique jewels" section)


- 115 Points: this is pretty muuch your final tree (level 92), with well-developed cluster trees, Thread of Hope, Lethal Pride and Heart of Flame annointed


Here I leave a pastebin link for Path of Building, if you wanna play with it:

- https://pastebin.com/Tr88ysrBDamage version with Heart of Fire annoint
- https://pastebin.com/Hdk2PMPVUtility version with Battle Cry annoint


Ascendency & Pantheon


The ascendency tree is pretty straightforward, we ascend as a Necromanceras soon as possible.
Our main goal is to complete the first two labs to reach Corpse Pact, which grants us many good benefts.

In normal labtake Plaguebringer.
In cruel labtake Corpse Pact.

Later on, you can choose whether you need the elemental resistances or the block first. I suggest you to grab the offering node and then the resistances (which you shouldn't really need anyway).

In merciless labtake Mistress of Sacrifice.
In endgame labtake Commander of Darkness.



Pantheon is not so gamechanging, you should take whatever you find more useful.
Major God: Soul of the Brine King is very useful early on to avoid gettin stunlocked; when you have achieved stun immunity, grab Soul of Solaris for the damage mitigation bonus (with the first two upgrades).
Minor god: even more preference-dependent, so chose according to your needs. Soul of Ryslatha (with the upgrade) is a good QoL for the life flasks, while Sould of Shakari (with the upgrade) is pretty good to deal with chaos damage dangers.


Gear


Let's start showcasing my gear, this should give you a rough idea about what you should aim for. I'm also gonna discuss each item slot with additional informations on what you should look for.
I also suggest you to always use sites like PoEDB, or similar ones, to check all the possible mods, tiers and so on.
Keep in mind that I'm always trying to improve the gear, therefore you should check the character inside my profile to see the most updated setup.

Gear:


Slot-by-slot analisys


In the following sections I'm gonna detail every slot, listing the mods you should look for in order of priority (the actual priority depends no your actual setup). I'm gonna highlight differently Offensive and Defensive/Utility stats.
I'm not gonna tell that you need life and elemental resistanceson your gear, that's the baseline, try to get them wherever you can and as much as you need them.
You may also need some attributes (dex and str) to equip all your gear and gems, so try to grab some stats wherever you can.

Weapon



We have to use a wand, that's the main point. Try to use a wand with at least 1.4 attack/s to have a smoother gameplay.
Good stats are:
- Adds fire damage
- Adds fire damage to spells
- Crit chance for spells
- Crit multiplier
- Spell damage and/or fire damage
- +1 level of all fire skills
- Fire damage as extra chaos

Warlord's influenced wands can roll really interesting mods (fire penetration, fire exposure on hit, phasing on kill, etc).

Try to get a good combination of the affixes mentioned above, giving priority to the flat fire damage mods and the crit ones.

It's very important to have an open suffixto craft "Trigger a Socketed Spell when you Use a Skill".


Shield



I think think it's not worth going dual wielding, a shieldcan offer so many good mods.
To be precise, try to grab a Shaper/Warlord influeced shield with the following mods:
- Recover life on block (exclusive Shaper/Warlord's influece)
- Spell block
- Spell damage and/or fire damage
- +1 level of all fire skills
- Fire damage as extra chaos
- Max resistances
- Socketed gems have reduced mana reservation (Shaper's influence)

Some of the above mentioned mods can also be master-crafted (spell block and fire as extra chaos).

While levelling or before achieving you endgame rare shield, you can use some decent uniques: The Surrender, Magma Eclipsis, Light of Lunarisor Rathpith Globe.


Body Armour



There are many really good mods for the body armour, try to get as many of the as possible:
- % increased maximum life (temple mod, Elder/Hunter's influence)
- +1 level of active gems (Shaper's influence)
- Spell have additional crit strike chance (Shaper/Hunter's influence)
- Increased effect of offerings (Hunter's influence)
- Every 5 seconds, Regenerate 15% of Life over one second (Hunter's influence)

As you can see, if you have the currency, the best option is a Hunter's armour, but even a temple-modified one is pretty good.

It's very important to have an open prefixto craft "Chance to Avoid Elemental Ailments and Avoid being stunned".


Helmet



The helmetslot is a good place to find a lot of life and resistances.
You can find some additional mods like:
- Fire damage to spells (Elder/Hunter's influence)
- Nearby enemies have reduced fire resistance (Warlord's influence)
- Spell block (Elder/Crusader's Influence)

The enchant here is pretty important, you should really try to have a helmet with "Skills Supported by Spellslinger have 30% increased Cooldown Recovery Speed", since it's a massive damage boost.

It's very important to have an open suffixto craft "Chance to Avoid being stunned".


Gloves



Glovesare another good slot to find life, resistances and attributes.
There aren't many good mods for us, except:
- Fire damage against burning enemies (temple mod)

The enchant here is not very important, grab whatever you can.

It's very important to have an open suffixto craft "Chance to Avoid elemental ailments".


Boots



The bootsare another slot where finding good life and resistances is pretty easy.
In my opinion it's mandatory to have:
- Chance to Avoid being stunned (Elder/Warlord's influence)
- Movement speed (25-30% is the minimum to have a smooth gameplay)

Focus on gettin' those two mods and life/resistances as usual.
We don't have important crafts over here, so you can make good use of open suffixes to ass resistances or attributes.

The enchant here is not very important either, grab something useful.


Rings



We have to "sacriice" one ring to use the already-mentioned Circle of Anguish, since it's just too good.
The most useful mods are "Increased effect of Herald of Ash" and "Reduced mana reservation of Herald of Ash", which provide a good compromise between offence and utility. If you find one with good implicits, even better.

The other ringshould be a rare one, helping you cap your resistances/attributes and granting you a lot of life.
Other useful mods are:
- Crit multiplier (Elder/Warlord's influence)
- Adds fire damage to spells (Elder's influence)
- Adds fire damage against ignited enemies (Elder/Warlord's influence)
- Spell damage or fire damage
- Level 22 Herald of Ash (Elder's influence)
- % maximum life (temple mod)

If you have an open prefixyou can craft "Non-Channelling Skills have -# to Total Mana Cost"


Amulet



A good rare amuletcan give you a lot of damage, life and potentially some resistances/attributes.
Good mods you should look for are:
- Crit multiplier
- Fire penetration (Warlord's influence)
- Elemental penetration (Shaper/Hunter's influence)
- +1 all fire skills (Warlord's influence)
- +1 all dex skills (Hunter's influence)
- Crit chance
- Max block chance (Shaper/Warlord's influence)
- Spell block (Shaper/Crusader's influence)
- Reduced mana reservation (Shaper/Redeemer's influence)

If you have an open prefixyou can craft "Non-Channelling Skills have -# to Total Mana Cost".
It is highly suggested to annoint Heart of Flame, it's a bit expensive but it's worth it.


Belt



The beltslot is great for finding a lot of life and resistances.
You can use a [/span]edia.com/Stygian_Vise]Stygian Vise to socket some interesting Abyssal jewels, or just a Leather belt for the additional life.
Good mods are:
- Cooldown recovery speed (Shaper/Crusader's influence)
- Adds fire damage against burning enemies (Warlord's influence)
- % maximum life (Elder/hunter's influence or temple mod)
- Fire damage (Warlord's influence or delve)
- Spell damage during flask effect (Shaper's influence)

If you have and open suffixyou can craft "Cooldown recovery speed" (if you do not have it already).



Jewels:


This build uses two clusters and some uniques; I'm gonna discuss what you should look for and your best options.
You can also use some rare jewels, if you find ones with 3-4 good mods (life, crit multi, spell damage, fire damage, etc).

Cluster Jewels


Large Cluster Jewels



You have two main options for the large jewel"bases": fire damage and spell damage. It's mandatory to have two jewel socketsand max 8 passiveseach.
I suggest you to get one of each the following large jewels, with as many good mods as possible (listed in order of priority)

Fire Damage:
- Sadist (prefix)
- Smoking Remains (prefix)
- Prismatica Heart (prefix)
- Corrosive elements (prefix)
- Doryani's Lesson (suffix)
- Widespread destruction (suffix)

Spell Damage:
- Mage Hunter (prefix)
- Burden projection (prefix)
- Arcane Heroism (prefix)
- Conjured Wall (prefix)
- Essence Rush (suffix)
- Thaumophage (suffix)


Medium Cluster Jewels



You have some interesting options for medium jewels, the best bases are: curse effect, damage while having a herald, crit chance, area damage.
Potentially you could use up to 4 medium clusters, but I think using just 2-3 of them is the best solution (at very high levels, 96+, you can grab the fourth one if you want). It's mandatory to have one jewel socketand max 4/5 passives each, all the notables are prefixes:

Curse Effect:
- Evil eye
- Master of fear

Crit Chance:
- Precise Retaliation
- Precise Commander
- Pressure points
- Savage Response
- Magnifier

Area Damage:
- Powerful Assault
- Magnifier

Damage with Herald:
- Heraldry
- Enbringer


Small Cluster Jewels



With small jewelsyou a couple of good choices: spell block and life.
Potentially you can use up to four small clusters, but I think it's worth using at least one unique jewel, so you end up with 2-3 small clusters.
For life jewels you can choose whether you prefer two or three small passives, while the block one should always have just two passives.

Spell Block
- Flexible Sentry
- Confident combatant

Life:
- Fettle
- Surging Vitality
- Peak Vigour
- Holistic Health
- Rote Reinforcement


Unique Cluster Jewels



There are three main choices you can look for:
- Calamitous Vision(small) is a very strong damage boost, easy to get one with good corruptions
- Megolamaniac(medium) is really good if you manage to hit two good mods from the above mentioned
- Kitava's Teachings(small) is a good utility one, easy to get one with good corruptions


Unique Jewels


There are two really good unique jewels you should invest into.
The first one is mandatory, since it allows us to easily cap our block and spell block (Mind Over Matter gets transformed into Glancing Blows):
- Lethal Pridein the name of Kiloava



The second one allows us to save some nice points if used in the left side of the tree:
- Thread of Hopewith a Large size ring, you can get good corrutions over here too





IMPORTANT:To achieve stun and ailments immunity, you can choose a combination of mods on different pieces of gear and cluster jewel notables; you already have 20% of both with Arcane Swiftness. Play around with those options and find what works best for you.

- Body Armour: craftable prefix: 25-35% stun AND ailments avoidance

- Gloves: suffix: 16-30% stun avoidance
craftable suffix: 21-25% stun OR ailments avoidance

- Boots: suffix: 15-25% ailments avoidance or 15-35% stun avoidance

- Helmet: craftable suffix: 21-25% stun or ailments avoidace

- Flexible Sentry: 25% ailments avoidance

- Elegant Form: 30% ailments avoidance

Flasks:

When you are clearing you should press the four utility flasks pretty much on cooldown, they give you a lot of damage and survivability. There's not many options in my opinion, but you can play with different utility and unique flasks, choosing the combination you prefer (always have a flask with curse-removal).

- Diamond Flask: try to get either flask removal or movement speed
- Quicksilver Flask: try to get either Curse removal or movement speed

There are some good unique flask:

- Wise Oakis a massive boost to our offense and defense (try to balance all three resistances)
- Atziri's Promiseis a strong offensive option, while also giving some appreciated chaos resistance
- Blood of the Karuiis probably your best life-flask option, since you don't even need other ailment-removal affixes
- Rotgutis a nice alternative to the Quicksilver Flask, since it also provides Onslaught

Other really good damge/utility options are: Cinderswallow Urnand Bottled Faith.


Gems & Links


You can also see the gems in the gear above, but here's the whole list (main links in order of importance).

- Main hand (links not needed): Bone offering, Wave of Conviction, Assassin's Mark
- Off hand (3 links): CWDT, Steelskin, Tempest Shield(i like having them max lvl)
- Body armour (6 links): Volatile Dead, Spellslinger, Spell Cascade, Concentrated Effect, Elemental Focus, Inspiration
- Helm (4 links): Dash(lvl 13), Second Wind, Arcane Surge(lvl 4), Increased Duration
- Boots (4 links): Frenzy, Barrage Support, Combustion, Inspiration
- Gloves (3 links + 1 socket): Desecrate, Spellslinger, Spell Cascade, Herald of Ash

The four socket setups (gloves, boots and helmet) are interchangable.
If you have some Awekened support gems, just use them, since they are always an upgrade; they are not really needed though.
The reason why we use Barrage Support is explained in the FAQs.

Optional Gem Setups and Additional Infos


- As a mobility option, you can choose whether you prefer Dash or Flame Dash. They are very similar in how they perform, having their own pros & cons; I personally prefer Dash, since its cast speed cannot be modified, therefore it's always smooth even when I'm slowed by random debuffs.

- For your guard skill you can chose between Steelskin or Immortal Call, I've played with both and cannot really decide which I prefer the most. If you generate Endurance charges, Immortal Call probably becomes your go-to choice. You can also decide to not use the CWDT, and just bind your guard skill to your left-click, it's will activate automatically while you walk as soon as it's out of CD (it could be mana intensive).

- In the helm setup (or wherever you placed it, the one with Dash-Second Wind-Arcane Surge) you can sacrifice Increased Duration and instead use a Warcry (probably Enduring Cry); if you bind it to your left-click, it's going to cast automatically when you walk as soon as it's available. there are big pros and cons; the added utility it can provide is pretty big (endurance charge generation is a bit plus, even more when paired with Immortal Call, life regen too), there are also many good Warcry-related notables in the cluster jewels. There's a big problem though, you will be briefly "stunned" (I mean the warcry's animation) every 2.5s and I just cannot stand it, it becomes more dangerous than beneficial in my opinion. If you grab the notable Battle Cry (which makes warcries instant), it's a whole different feeling, but I cannot justify the travel points nor the annoint.




Screenshots


Here some Path of Building with the two build variations I'm trying out (click on the images to open them up in a bigger version).

- Damage version with flasks


- Damage versione without flasks


- Utility version with flasks


- Utility versione without flasks





FAQs


Work in progress..
Q: Why do you use barrage support linked to Frenzy?
A: With barrage every single projectile you fire is essentially considered an attack for the Spellslinger purpose; by using just frenzy you have a very cadenced attack rate, if you have too much or too little you are gonna waste DPS by missing potential procs of spellslinger.
With barrage support you shoot an almost continuous stream of projectiles, each one of those can proc spellslinger, therefore your precise attack rate doesn't matter that much and you can almost always cast the spells as soon as they are off of CD.
Morevoer, if you attack normally, your first attack will only generate corpses, while only your second one will actually spawn orbs; this is because with the first attack you cast at the same time both desecrate and volatile dead, but this one doesn't actually find any corpses yet (there a delay between the cast of desecrate and the corpse generation). With the barrage effect, instead, with a single animation, you are actually alternating the two spells, creating corpses and orbs right after. Check the barrage GIF in the "Videos".

Q: How much damage do you have?
A: If I stand still and just attack non-stop, we can proc our spells up to 3.5 times/s (20% CD recovery from lvl21 spellslinger, 12% CD recovery from the belt, 15% Cd recovery from boots, 30% CD recovery from the enchant). Let's consider the damage version of the build: without flasks, my avg damage is about 290kper orb, which means about DPS = 9.1kk against Shaper(290*9*3.2). With flasks, instead, my avg damage is about 450k, obtaining a DPS = 14.4kk against Shaper. You can increase those numbers by about an additional 10-20% if you also consider the corpse explosions. The utility version has about 7% less damage. Keep in mind that is a more reasonable scenario, we are not standing still and spamming non-stop, therefore we canconsider proccing spells maybe 2-2.5 times/s.

Q: Why are you using Inspiration if you do not spend mana on Volatile Dead?
A: The Inspiration linked to Frenzy generate charges (since it costs mana); the other Inspiration, supporting Volatile Dead, doesn't generate charges by itself, but buffs VD based on the amount of charges available (which are generated by frenzy).

Q: How expensive is this build?
A: It depends on a lot of factors.. Overall I think I spent about 30ex for the setup I'm running (also considering the value of the pieces I crafted by myself). But you can get away with way cheaper gear, sacrifing a bit of damage and tankyness. For the core pieces of gear and jewels you can spend probably 10ex and still achieve great results. The more you try to min/max it, the faster you'll have to spend money, as usual.

Q: I've seen two variations of this build in the PoB link, damage and utility, what's up with those?
A: The main difference between the two options is that the Damage version annoints Heart of Flame, while the Utility version Annoints Battle Cry; the Damage version has about 8% more damage than the Utility one. On the flipside, the Utility one has Instant Wacries and all the benefits of having a Enduring Cry spammed every 2.5s (max Endurance Charges, high Life Regen, stronger Immortal call, etc.). I've yet to decide which one I like the most, but the warcries are pretty convenient and smooth when they are instant and we already have way too much damage for any reasonable content.



I hope you may give a chance to this build, trying it out yourself and enjoy it as much as I did.
I will try to answer any question, so feel free to ask and make objections.
I also wanna thanks all the players that will give their feedback and answers to this thread, helping myself and others to enjoy this build.

I invite you to read the guide, or at least the FAQs, before asking something already discussed.
I prefer if you write your questions here in the forum. If you need suggestions on your character, try to post your gear and/or a PoB link.

If you wanna check the character, to see the setup I'm using in real time, it's called AnimateNaeH.

Have a nice day and stay safe, Exiles.

Abyssal Volatile Poet: https://www.pathofexile.com/forum/view-thread/2057243
MagicBlaster Deadeye: https://www.pathofexile.com/forum/view-thread/2115343
Fortifier Aurabot: https://www.pathofexile.com/forum/view-thread/2084465

Last edited by lallalaus on Apr 11, 2020, 9:34:21 PM

Last bumped on Jul 12, 2020, 12:43:22 PM

Sours: https://www.pathofexile.com/forum/view-thread/2816629

Custodians of Silence PC League Hardcore

Custodians of Silence [PC League Hardcore]-50%
  • Custodians of Silence [PC League Hardcore]

NormalYesProphecy

The temple untouched for centuries, the guardians clean and pure, yet they too must meet the Mother.You will track down a powerful Assault Ribbon who will drop a unique item when slain.Right-click to add this prophecy to your character.Seal Cost:
2x |16x16pxSilver Coin|Silver Coin
  • Rarity Normal
  • Drop Restricted Yes
  • Base Item Prophecy
Sours: https://www.rpgstash.com/pathofexile/custodians-of-silence-pc-league-hardcore-.html
  1. Upper cervical awareness
  2. Lawrence taylor signing
  3. 8780 highway 6
  4. Bearded skull vector
  5. Http3 nginx
In Path of Exile: Delirium, we're introducing Cluster Jewels which can be placed in the outermost sockets of your Passive Skill Tree. These jewels expand your passive tree and provide powerful new possibilities for your character builds. There are 280 new notables for you to utilise in your builds. Today's news unveils them all.

Many of these jewels also create more jewel sockets which means you can branch quite far outside your tree if you want to heavily invest in these passives.

There are three sizes of jewel - Large, Medium and Small, each with a different focus. Large jewels may be placed in the outermost passive skill tree sockets and focus on offensive bonuses. Medium jewels can be placed in the outermost passive skill tree sockets or a socket created by a large jewel and they focus on specific mechanics and utility effects. Small cluster jewels can be placed in sockets created by Large or Medium jewels and sockets on the outermost parts of the passive skill tree. Small jewels focus on defences.



Cluster Jewels can be crafted using all of the same methods that you're used to using with other Path of Exile items. Like other jewels, they can have up to two prefixes and two suffixes. It's worth noting that the number of passive skills added by the jewel and the effect of the small nodes are both enchantments, not implicit mods. This means that they cannot be rerolled with Blessed Orbs, and will not be overwritten if you add a corruption-exclusive implicit mod to the jewel.

Check out the full list below!

Please note that the Vicious Bite notable has been changed since we revealed it last week.

Every second, Consume a nearby Corpse to Recover 5% of Life and Mana
10% more Damage taken if you haven't Consumed a Corpse Recently


(Recently refers to the past 4 seconds)


All are invited to his feast, one way or another.

You can only have one Herald
50% more Effect of Herald Buffs on you
100% more Damage with Hits from Herald Skills
50% more Damage Over Time with Herald Skills
Minions from Herald Skills deal 25% more Damage
Your Aura Skills are Disabled


Some tasks are too important to entrust to others.

Gain 2 Grasping Vines each second while stationary
2% chance to deal Double Damage per Grasping Vine
1% less Damage taken per Grasping Vine


(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)


To win, all you must do is outlast.

Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped


(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
(Hits have up to +15% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)


Even within the realm of torture, there are subtle intricacies.

Attack Projectiles always inflict Bleeding and Maim, and Knock Back Enemies
Projectiles cannot Pierce, Fork or Chain


(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Maimed enemies have 30% reduced Movement Speed)


No force wasted, no time wasted.

+10% to all Elemental Resistances and maximum Elemental Resistances while affected by a Non-Vaal Guard Skill
20% more Damage taken if a Non-Vaal Guard Buff was lost Recently
20% additional Physical Damage Reduction while affected by a Non-Vaal Guard Skill


(Maximum Resistances cannot be raised above 90%)
(Recently refers to the past 4 seconds)


Know when you'll be hit, and you'll barely feel it.

You count as Dual Wielding while you are Unencumbered
60% more Attack Speed while you are Unencumbered
14 to 20 Added Attack Physical Damage per 10 Dexterity while you are Unencumbered


(You are Unencumbered while you have no Equipped Gloves, Main Hand Item, or Off Hand Item)


"The mastodons of yore were each born with two weapons greater than any sword. So, too, were you." - Maraketh Proverb

3% Chance to Block Spell Damage
30% increased Attack Damage while holding a Shield
+3% Chance to Block Attack Damage

Attack Skills deal 30% increased Damage while holding a Shield
Ignore all Movement Penalties from Armour
5% increased Movement Speed 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

Attack Skills deal 30% increased Damage while holding a Shield
+2% Chance to Block Attack Damage
+2 to Melee Strike Range while Holding a Shield


(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)

20% chance to gain a Power Charge when you Block
+6% Chance to Block Spell Damage while at Maximum Power Charges

20% chance to gain an Endurance Charge when you Block
+6% Chance to Block Attack Damage while at Maximum Endurance Charges

Attack Skills deal 25% increased Damage while holding a Shield
5% increased maximum Life

80% increased Critical Strike Chance if you haven’t Blocked Recently
+40% to Critical Strike Multiplier if you have Blocked Recently


(Recently refers to the past 4 seconds)

+15 to all Attributes
+15% Elemental Resistances while holding a Shield
60% increased Defences from Equipped Shield


(Attributes are Strength, Dexterity, and Intelligence)
(Defences are Armour, Evasion Rating and Energy Shield)

Enemies have -10% to Total Physical Damage Reduction against your Hits
35% increased Physical Damage


(Physical Damage Reduction cannot be negative)

15% chance to Impale Enemies on Hit with Attacks
Impales you inflict last 1 additional Hit


(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits)

+10% to all Elemental Resistances
35% reduced Elemental Damage
35% increased Physical Damage

5% chance to deal Double Damage
25% increased Physical Damage

8% increased Attack and Cast Speed
25% increased Physical Damage

Attacks have 10% chance to cause Bleeding
10% chance to Impale Enemies on Hit with Attacks
15% increased Effect of Impales inflicted by Hits that also inflict Bleeding


(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits)

Gain 10% of Physical Damage as Extra Chaos Damage

30% increased Evasion Rating and Armour
35% increased Physical Damage

8% increased effect of Non-Curse Auras from your Skills
Auras from your Skills grant 0.2% of Life Regenerated per second to
you and Allies


(Auras can only grant bonuses to things they affect)

50% reduced Mana Reservation of Banner Skills
15% increased Effect of Non-Curse Auras from your Skills on Enemies

10% increased effect of Non-Curse Auras from your Skills
Non-Curse Aura Skills have 20% increased Duration

10% increased Effect of Auras on You for each Herald affecting you

You and nearby Allies have 50% increased Critical Strike Chance
You and nearby Allies have +15% to Critical Strike Multiplier

Purity of Elements has 30% increased Aura Effect
Purity of Fire has 30% increased Aura Effect
Purity of Ice has 30% increased Aura Effect
Purity of Lightning has 30% increased Aura Effect

Grace has 30% increased Aura Effect
Determination has 30% increased Aura Effect
Discipline has 30% increased Aura Effect

Anger has 30% increased Aura Effect
Wrath has 30% increased Aura Effect
Hatred has 30% increased Aura Effect

8% reduced Enemy Stun Threshold
+20% to Critical Strike Multiplier


(The Stun Threshold determines how much Damage can Stun something)

Your Critical Strikes have a 5% chance to deal Double Damage
40% increased Critical Strike Chance

10% chance to gain Unholy Might for 4 seconds on Critical Strike


(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)

10% increased Area of Effect
10% increased Area Damage
+10% to Critical Strike Multiplier

+50% to Critical Strike Multiplier if you've taken a Savage Hit Recently
40% increased Critical Strike Chance


(Recently refers to the past 4 seconds)

+20% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of Chill you inflict with Critical Strikes
20% increased Effect of Shock you inflict with Critical Strikes
40% increased Critical Strike Chance

20% increased Damage
30% increased Critical Strike Chance

5% increased Attack and Cast Speed
5% increased Movement Speed if you've dealt a Critical Strike Recently
25% increased Critical Strike Chance


(Recently refers to the past 4 seconds)

10% increased Area Damage
15% increased Area of Effect if you've Killed Recently
10% increased Area of Effect if you've Killed at least 5 Enemies Recently


(Recently refers to the past 4 seconds)

20% increased Area Damage
3% increased Area of Effect per Power Charge

20% increased Area Damage
Area Skills have 10% chance to Knock Enemies Back on Hit


(Knockback pushes Enemies away when Hit)

10% increased Area Damage
Skills supported by Intensify have +1 to maximum Intensity

20% increased Area Damage while wielding a Two Handed Melee Weapon
15% increased Area of Effect while wielding a Two Handed Melee Weapon

5% increased maximum Life
10% increased Area of Effect
3% increased Character Size

20% increased Totem Placement speed
10% increased Attack and Cast Speed if you've summoned a Totem Recently


(Recently refers to the past 4 seconds)

25% increased Totem Damage
25% increased Totem Placement speed
25% increased Totem Placement range

20% increased Totem Damage
30% increased Totem Duration
30% increased Totem Damage if you haven't Summoned a Totem in the past 2 seconds

30% increased Totem Life
Totems have 10% additional Physical Damage Reduction
Totems gain +40% to Chaos Resistance

30% increased Totem Damage
Totems Hinder Enemies near them when Summoned, with 25% reduced Movement Speed


(Hindered enemies have reduced movement speed)

20% increased Totem Damage
20% increased Totem Duration
Attack Skills have +1 to maximum number of Summoned Ballista Totems

30% increased Effect of Buffs granted by your Active Ancestor Totems
Totems' Action Speed cannot be modified to below base value

Gain Arcane Surge when you Summon a Totem
Spells cast by Totems deal 25% increased Damage


(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)

Channelling Skills deal 30% increased Damage
Regenerate 1.5% of Life per second while Channelling

50% increased Effect of Infusion
5% increased Movement Speed while you have Infusion

40% chance to Avoid being Stunned while Channelling
Channelling Skills deal 25% increased Damage
15% reduced Mana Cost of Channelling Skills

Channelling Skills deal 25% increased Damage
25% chance to gain an Endurance Charge each second while Channelling

50% increased Critical Strike Chance while Channelling
+30% to Critical Strike Multiplier if you've been Channelling for at least 1 second

+4% Chance to Block Attack Damage while Channelling
+4% Chance to Block Spell Damage while Channelling
Channelling Skills deal 25% increased Damage

8% increased Attack and Cast Speed while Channelling
Immune to Curses while Channelling

5% increased Attack and Cast Speed while Channelling
Channelling Skills deal 20% increased Damage
Gain Arcane Surge after Channelling for 1 second


(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)

25% increased Life Recovery from Flasks
25% increased Mana Recovery from Flasks
20% increased Flask Effect Duration

Flasks applied to you have 10% increased Effect
5% increased Attack and Cast Speed during any Flask Effect

20% increased Flask Charges gained
20% increased Movement Speed while under no Flask Effects

25% increased Life Recovery from Flasks
Life Flasks gain 1 Charge every 3 seconds
Remove Bleeding when you use a Life Flask

20% increased Damage during any Flask Effect
Regenerate 2% of Life per second during any Flask Effect

25% increased Life Recovery from Flasks
25% increased Mana Recovery from Flasks
3% additional Physical Damage Reduction during Effect of any Life or Mana Flask

20% increased Warcry Cooldown Recovery Speed
You and nearby Party members gain 5 Rage when you Warcry


(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)

30% increased Warcry Duration
Warcries count as having 10 additional nearby Enemies
30% increased Warcry Buff Effect

20% increased Warcry Cooldown Recovery Speed
Enemies Taunted by your Warcries are Intimidated
Enemies Taunted by your Warcries are Unnerved


(Intimidated enemies take 10% increased Attack Damage)
(Unnerved enemies take 10% increased Spell Damage)

4% additional Physical Damage Reduction if you've Warcried in the past 8 seconds
4% chance to deal Double Damage if you've Warcried in the past 8 seconds

40% increased Critical Strike Chance against Taunted Enemies
+15% to Critical Strike Multiplier against Taunted Enemies
15% increased Warcry Buff Effect

20% increased Warcry Cooldown Recovery Speed
50% increased Melee Critical Strike Chance if you've Warcried Recently
+35% to Melee Critical Strike Multiplier if you've Warcried Recently


(Recently refers to the past 4 seconds)

Enemies Taunted by you take 5% increased Damage
Warcry Skills have 40% increased Area of Effect

Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second


(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)

Axe or Sword Attacks deal 15% increased Damage with Ailments
10% increased Impale Effect
10% chance to Impale Enemies on Hit with Axes or Swords
15% increased Physical Damage with Axes or Swords


(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

Axe or Sword Attacks deal 20% increased Damage with Ailments
20% increased Physical Damage with Axes or Swords
+10% to Physical Damage over Time Multiplier while wielding an Axe or Sword


(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

30% increased Damage with Maces, Sceptres or Staves
Gain Fortify for 6 seconds on Melee Hit with a Mace, Sceptre or Staff


(Warstaves are considered Staves)

Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
While stationary, gain 10% increased Area of Effect every second, up to a maximum of 50%


(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
+20 to Strength


(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

+15% to Critical Strike Multiplier with Claws or Daggers
10% chance to gain a Power Charge on Non-Critical Strike with a Claw or Dagger

Attack Skills fire an additional Projectile while wielding a Claw or Dagger
20% increased Projectile Attack Damage with Claws or Daggers

Enemies Poisoned by you cannot Regenerate Life
+10% to Damage over Time Multiplier for Poison while wielding a Claw or Dagger

Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance
Arrows gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets

Bow Skills have +10% to Damage over Time Multiplier
Bow Skills have 20% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow


(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)

Bow Skills have 25% increased Area of Effect

Enemies killed by your Wand Hits have a 10% chance to Explode, dealing a quarter of their Life as Chaos Damage
Gain 10% of Wand Physical Damage as Extra Chaos Damage

50% increased Critical Strike Chance with Wands
35% increased Damage with Wands if you've dealt a Critical Strike Recently


(Recently refers to the past 4 seconds)

Gain 10% of Wand Physical Damage as Extra Lightning Damage
25% of Wand Physical Damage converted to Lightning Damage

Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently


(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
(Recently refers to the past 4 seconds)

10% increased Attack Speed with Two Handed Melee Weapons
10% increased Attack Speed if you have at least 600 Strength
+20 to Strength

40% increased Critical Strike Chance with Two Handed Melee Weapons
8% chance to deal Double Damage if you've dealt a Critical Strike with a Two Handed Melee Weapon Recently


(Recently refers to the past 4 seconds)

5% increased Attack Speed with Two Handed Melee Weapons
15% increased Accuracy Rating with Two Handed Melee Weapons
25% increased Critical Strike Chance with Two Handed Melee Weapons
+15 to Dexterity and Intelligence

40% increased Damage with Hits and Ailments against Unique Enemies

8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill


(Intimidated enemies take 10% increased Attack Damage)

10% increased Attack Speed if you've Hit with your Main Hand Weapon Recently
10% increased Movement Speed if you've Hit with your Off Hand Weapon Recently


(Recently refers to the past 4 seconds)

Attack Skills deal 20% increased Damage while Dual Wielding
4% chance to Dodge Attack or Spell Hits if you've Hit an Enemy Recently


(Recently refers to the past 4 seconds)

Attack Skills deal 20% increased Damage while Dual Wielding
5% increased Attack Speed while Dual Wielding
5% chance to gain a Frenzy Charge on Kill while Dual Wielding

+5% Chance to Block Spell Damage while Dual Wielding
Attack Skills deal 20% increased Damage while Dual Wielding
20% chance to gain a Power Charge when you Block

8% increased Attack Speed while Dual Wielding
16% increased Accuracy Rating while Dual Wielding
32% increased Damage if you've used a Travel Skill Recently


(Recently refers to the past 4 seconds)

+5% Chance to Block Attack Damage while Dual Wielding
Attack Skills deal 25% increased Damage while Dual Wielding
30% increased Attack Critical Strike Chance while Dual Wielding

60% increased Main Hand Attack Damage while wielding two different Weapon Types
30% increased Off Hand Attack Speed while wielding two different Weapon Types

40% increased Attack Damage against Maimed Enemies
Attacks have 10% chance to Maim on Hit


(Maimed enemies have 30% reduced Movement Speed)

30% increased Attack Damage
10% reduced Enemy Stun Threshold
20% chance to double Stun Duration
30% increased Damage with Ailments from Attack Skills


(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

20% increased Attack Damage
6% increased Attack Speed
15% increased Global Accuracy Rating
20% increased Damage with Ailments from Attack Skills


(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments


(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)

20% increased Attack Damage
20% increased Damage with Ailments from Attack Skills
Enemies killed by your Attack Hits have a 15% chance to Explode, dealing a tenth of their maximum Life as Physical Damage


(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)

8% increased Attack Speed
0.4% of Attack Damage Leeched as Mana
20% increased Damage while Leeching


(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

0.8% of Attack Damage Leeched as Life
20% increased Maximum total Recovery per second from Life Leech
20% increased total Recovery per second from Life Leech


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

0.4% of Attack Damage Leeched as Life
30% increased Damage while Leeching
15% increased Attack Speed while Leeching


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

Skills Supported by Unleash have 30% increased Seal gain frequency

25% increased Spell Damage
+6% Chance to Block Spell Damage if you've Cast a Spell Recently


(Recently refers to the past 4 seconds)

30% increased Effect of Arcane Surge on you
10% chance to gain Arcane Surge when you Hit a Unique enemy


(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)

20% increased Spell Damage
5% increased Cast Speed
35% chance to Avoid interruption from Stuns while Casting

30% increased Spell Damage
8% chance to Knock Enemies Back on Hit with Spell Damage

0.6% of Spell Damage Leeched as Energy Shield
20% increased Maximum total Recovery per second from Energy Shield Leech
10% chance to Hinder Enemies on Hit with Spells, with 30% reduced Movement Speed


(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Hindered enemies have reduced movement speed)

40% increased Damage while Leeching Energy Shield
0.3% of Spell Damage Leeched as Energy Shield
5% increased Attack and Cast Speed while Leeching Energy Shield


(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

20% increased Spell Damage
30% increased Mana Regeneration Rate
Regenerate 1% of Energy Shield per second if you’ve Cursed an Enemy Recently


(Recently refers to the past 4 seconds)

15% increased Elemental Damage if you've Chilled an Enemy Recently
20% increased Elemental Damage if you've Ignited an Enemy Recently
25% increased Elemental Damage if you've Shocked an Enemy Recently


(Recently refers to the past 4 seconds)

15% increased Elemental Damage
Cold Skills have a 25% chance to apply Cold Exposure on Hit
Fire Skills have a 25% chance to apply Fire Exposure on Hit
Lightning Skills have a 25% chance to apply Lightning Exposure on Hit


(Cold Exposure applies -10% to Cold Resistance for 4 seconds)
(Fire Exposure applies -10% to Fire Resistance for 4 seconds)
(Lightning Exposure applies -10% to Lightning Resistance for 4 seconds)

0.2% of Elemental Damage Leeched as Life
25% increased Elemental Damage


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

25% increased Elemental Damage
10% chance to Blind nearby Enemies when you use an Elemental Skill


(Blinded enemies have their Chance to Hit halved)

+10% to all Elemental Resistances
30% increased Elemental Damage

10% increased Area of Effect
20% increased Elemental Damage

Nearby Enemies have Fire Exposure


(Fire Exposure applies -10% to Fire Resistance for 4 seconds)

35% increased Fire Damage
10% chance to create a Smoke Cloud on Kill

30% increased Fire Damage
Ignited Enemies you hit are destroyed on Kill

Gain 10% of Lightning Damage as Extra Cold Damage against Chilled Enemies

Damage Penetrates 8% Lightning Resistance
0.5% of Lightning Damage Leeched as Energy Shield


(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

30% increased Lightning Damage
10% chance to double Stun Duration
Lightning Skills have 10% reduced Enemy Stun Threshold


(The Stun Threshold determines how much Damage can Stun something)

Lightning Damage with Non-Critical Strikes is Lucky

Damage Penetrates 10% Cold Resistance against Chilled Enemies

1% increased Cold Damage per 25 Dexterity
1% increased Cold Damage per 25 Intelligence
1% increased Cold Damage per 25 Strength

20% increased Cold Damage
Recover 2% of Life on Kill

Chaos Skills have 10% chance to Hinder Enemies on Hit, with 30% reduced Movement Speed
Enemies Hindered by you take 10% increased Chaos Damage


(Hindered enemies have reduced movement speed)

30% increased Chaos Damage
Chaos Skills ignore interruption from Stuns

Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage

2% increased Chaos Damage per 100 maximum Mana, up to a maximum of 80%

30% increased Chaos Damage
10% increased Attack and Cast Speed

35% increased Chaos Damage
20% increased Skill Effect Duration

Minions Regenerate 1% of Life per second
Minions have 10% chance to deal Double Damage while they are on Full Life

Minions have 20% chance to Ignite
Minions deal 20% increased Damage against Ignited Enemies
Minions gain 6% of Physical Damage as Extra Fire Damage

Minions have a 20% chance to Impale on Hit with Attacks

Minions deal 15% increased Damage
Minions created Recently have 10% increased Attack and Cast Speed
Minions created Recently have 30% increased Movement Speed

Summoned Skeletons have 10% chance to Wither Enemies for 2 seconds on Hit
Summoned Skeletons have 30% of Physical Damage Converted to Chaos Damage

Minions have 20% increased maximum Life
20% increased Raised Zombie Size
Raised Zombies have 5% chance to Taunt Enemies on Hit

Minions have 50% increased Critical Strike Chance
Raised Spectres, Raised Zombies, and Summoned Skeletons have +50% to Critical Strike Multiplier

10% increased Damage per Summoned Golem
40% increased Effect of Buffs granted by your Golems
Golems have 25% increased Maximum Life

Ignites you inflict deal Damage 15% faster


(They will deal the same total damage over a shorter duration)

Ignites you inflict spread to other Enemies within a Radius of 15

15% chance to Ignite
Enemies Ignited by you have -10% to Fire Resistance


(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)

+8% to Fire Damage over Time Multiplier
20% increased Fire Damage
8% increased Area of Effect

20% increased Burning Damage
+15% to Fire Damage over Time Multiplier while Burning
Regenerate 1.50% of Life per second while Burning

+12% to Damage over Time Multiplier for Bleeding
2% of Attack Damage Leeched as Life against Bleeding Enemies
20% increased total Recovery per second from Life Leech


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

+12% to Damage over Time Multiplier for Bleeding
30% increased Bleeding Duration

25% increased Damage with Bleeding
25% chance to Blind with Hits against Bleeding Enemies


(Blinded enemies have their Chance to Hit halved)

50% increased Damage with Bleeding you inflict on Maimed Enemies

8% increased Cast Speed
Spell Skills have +10% to Damage over Time Multiplier for Poison
20% chance to Poison on Hit with Spell Damage


(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)

+8% to Damage over Time Multiplier for Poison
Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage

20% increased Poison Duration
20% increased Bleeding Duration
+10% to Damage over Time Multiplier for Bleeding you inflict on Poisoned Enemies
+10% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies

+5% to Chaos Damage over Time Multiplier
Chaos Skills have 30% increased Skill Effect Duration

+8% to Chaos Damage over Time Multiplier
16% increased maximum Mana
20% increased Mana Regeneration Rate

20% increased Damage with Ailments
Damaging Ailments deal damage 10% faster


(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)

+18% to Damage over Time Multiplier for Ailments from Critical Strikes
40% increased Critical Strike Chance

24% increased Damage over Time
4% increased maximum Life
Regenerate 0.6% of Life per second

+10% to Damage over Time Multiplier
+30% Chaos Resistance against Damage Over Time

+10% to Damage over Time Multiplier
Recover 1% of Life on Kill
Recover 1% of Energy Shield on Kill

24% increased Damage over Time
6% increased maximum Energy Shield
Regenerate 2% of Energy Shield per second if you’ve Killed an Enemy Recently


(Recently refers to the past 4 seconds)

20% increased Damage over Time
20% increased Duration of Ailments on Enemies
15% increased Skill Effect Duration


(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)

24% increased Damage over Time
10% increased Flask Charges gained
20% increased Life and Mana Recovery from Flasks

20% increased Duration of Elemental Ailments on Enemies
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
20% increased Effect of Non-Damaging Ailments


(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)

Enemies Chilled by your Hits are Shocked
Enemies Shocked by your Hits are Chilled

20% increased Elemental Damage
30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently
30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
10% increased Effect of Non-Damaging Ailments


(Recently refers to the past 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)

Nearby Enemies are Chilled


(Chill reduces Enemy Action Speed by 10%)

+10% to Cold Damage over Time Multiplier
30% increased Effect of Chill

20% increased Cold Damage
Freezes you inflict spread to other Enemies within a Radius of 12

20% increased Lightning Damage
Your Critical Strikes Knock Back Shocked Enemies
30% increased Critical Strike Chance

10% chance to gain a Power Charge when you Shock a Chilled Enemy
25% increased Cold Damage with Hits against Shocked Enemies
25% increased Lightning Damage with Hits against Chilled Enemies

30% increased Lightning Damage
Your Shocks can increase Damage taken by up to a maximum of 60%
30% increased Effect of Shock

Enemies you Curse take 5% increased Damage
5% chance to Dodge Attack Hits from Cursed Enemies

5% increased Effect of your Curses
20% increased Damage if you've Killed a Cursed Enemy Recently


(Recently refers to the past 4 seconds)

25% increased Area of Effect of Curse Skills
5% increased Effect of your Curses
Curse Skills have 5% reduced Mana Reservation

10% increased Effect of your Curses
Enemies you Curse are Hindered, with 15% reduced Movement Speed
Regenerate 1% of Energy Shield per second if you’ve Killed an Enemy Recently


(Hindered enemies have reduced movement speed)
(Recently refers to the past 4 seconds)

Curse Skills have 50% increased Skill Effect Duration
25% increased Damage with Hits and Ailments against Cursed Enemies

Enemies you Curse are Intimidated
Enemies you Curse are Unnerved


(Intimidated enemies take 10% increased Attack Damage)
(Unnerved enemies take 10% increased Spell Damage)

You have Culling Strike against Cursed Enemies
Curse Skills have 20% increased Skill Effect Duration


(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)

20% increased Effect of Herald Buffs on you
10% reduced Mana Reservation of Herald Skills

25% increased Damage for each Herald affecting you

Minions deal 35% increased Damage while you are affected by a Herald

Herald Skills deal 40% increased Damage
20% increased Effect of Herald Buffs on you

Herald Skills have 25% increased Area of Effect
Herald Skills deal 20% increased Damage

10% chance to Freeze, Shock and Ignite while affected by a Herald
25% increased Elemental Damage while affected by a Herald

30% increased Damage over Time while affected by a Herald
Herald Skills deal 50% increased Damage over Time

+1% to Critical Strike Chance of Herald Skills
+25% to Critical Strike Multiplier if you dealt a Critical Strike with a Herald Skill Recently


(Recently refers to the past 4 seconds)

Minions deal 20% increased Damage while you are affected by a Herald
Minions have 10% increased Movement Speed for each Herald affecting you

+1 to maximum number of Sentinels of Purity
+5 to Maximum Virulence
Minions deal 20% increased Damage while you are affected by a Herald

1% additional Physical Damage Reduction per Summoned Sentinel of Purity
You lose Virulence 30% slower
Minions deal 20% increased Damage while you are affected by a Herald


(Virulence is granted by the Herald of Agony Skill)

Minions have 10% increased maximum Life
Minions have 10% increased Movement Speed
Minions have 10% additional Physical Damage Reduction
Minions have +10% to Chaos Resistance

Minions have 20% increased maximum Life
Minions created Recently cannot be Damaged


(Recently refers to the past 4 seconds)

Minions have 15% increased maximum Life
Regenerate 2% of Life per second if a Minion has Died Recently
Minions Recover 4% of Life on Minion Death


(Recently refers to the past 4 seconds)

Minions have 10% increased maximum Life
Minions deal 10% increased Damage
Minions Leech 0.4% of Damage as Life


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

Minions have 10% increased maximum Life
Minions have 10% chance to Knock Enemies Back on Hit with Attacks

Projectiles deal 15% increased Damage for each remaining Chain

30% increased Projectile Speed
20% increased Projectile Damage

35% increased Projectile Damage
10% chance to Taunt Enemies on Projectile Hit


(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)

25% increased Projectile Damage
35% increased Projectile Damage with Hits against Nearby Enemies

30% increased Projectile Damage
8% increased Attack and Cast Speed

Projectiles Pierce an additional Target
20% increased Projectile Speed
10% increased Projectile Damage

25% increased Brand Activation Frequency if you haven't used a Brand Skill Recently
20% increased Brand Attachment range


(Recently refers to the past 4 seconds)

25% increased Damage with Brand Skills
Unattached Brands gain 20% increased Brand Attachment Range per second

You can Cast an additional Brand
12% increased Cast Speed with Brand Skills

Enemies take 5% increased Damage for each of your Brands Attached to them
20% increased Brand Attachment range

5% increased Movement Speed
20% increased Damage with Brand Skills
10% increased Brand Activation frequency

You can Cast an additional Brand
Brand Skills have 20% increased Duration
10% increased Brand Activation frequency
20% increased Brand Attachment range

25% increased Trap Damage
12% increased Area of Effect
25% reduced Trap Duration
40% increased Trap Trigger Area of Effect

30% increased Mine Damage
Can have up to 2 additional Remote Mines placed at a time
Mines have 20% increased Detonation Speed

20% increased Trap Damage
20% increased Mine Damage
10% increased Trap Throwing Speed
10% increased Mine Throwing Speed
5% increased Movement Speed if you've thrown a Trap or Mine Recently


(Recently refers to the past 4 seconds)

10% chance to throw up to 1 additional Trap or Mine


(Throwing Mines takes 10% more time for each additional Mine thrown)

20% increased Trap Damage
20% increased Mine Damage
Gain Arcane Surge when your Mine is Detonated targeting an Enemy
Gain Arcane Surge when your Trap is Triggered by an Enemy


(Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds)

+15% to Critical Strike Multiplier with Traps
+15% to Critical Strike Multiplier with Mines
Trap Damage Penetrates 5% Elemental Resistances
Mine Damage Penetrates 5% Elemental Resistances

15% increased Trap Damage
15% increased Mine Damage
4% increased maximum Life
6% increased maximum Mana

8% increased maximum Life
30% increased Life Recovery from Flasks

+20 to maximum Life
10% increased maximum Life

8% increased maximum Life
0.4% of Attack Damage Leeched as Life
+10 Life gained for each Enemy hit by your Attacks


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

10% increased maximum Energy Shield
8% increased maximum Life

8% increased maximum Life
Regenerate 0.5% of Life per second
Every 5 seconds, Regenerate 10% of Life over one second

8% increased maximum Life
2% additional Physical Damage Reduction while stationary
Regenerate 2% of Life per second while stationary

6% increased maximum Life
15% increased Maximum total Recovery per second from Life Leech
6% increased Attack Speed while Leeching

6% increased maximum Life
5% increased Strength

15% increased maximum Mana
80% increased Mana Regeneration Rate while stationary

15% increased maximum Mana
30% increased Mana Recovery from Flasks
5% increased Mana Recovery Rate during Effect of any Mana Flask

+30 to maximum Mana
20% increased maximum Mana

18% increased maximum Mana
0.4% of Attack Damage Leeched as Mana


(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

15% increased maximum Mana
30% increased Mana Regeneration Rate

20% increased maximum Mana
Damage Penetrates 5% Lightning Resistance

8% increased maximum Life
10% increased maximum Mana

8% increased maximum Mana
5% increased Intelligence

6% increased Attack Speed
10% increased maximum Mana
+3 Mana gained for each Enemy hit by your Attacks

20% increased Armour
15% increased maximum Mana
4% additional Physical Damage Reduction

10% increased maximum Energy Shield
Regenerate 3.00% of Energy Shield per second while stationary

+100 to maximum Energy Shield

Gain 5% of Maximum Mana as Extra Maximum Energy Shield

6% increased maximum Energy Shield
10% faster start of Energy Shield Recharge
15% increased Energy Shield Recharge Rate

8% increased maximum Energy Shield
0.3% of Spell Damage Leeched as Energy Shield
20% increased Maximum total Recovery per second from Energy Shield Leech


(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

Gain 10% of Maximum Life as Extra Armour

30% increased Armour
+1% to all maximum Elemental Resistances


(Maximum Resistances cannot be raised above 90%)

30% increased Armour
8% increased maximum Life

3% Chance to Block Spell Damage
30% increased Armour
+3% Chance to Block Attack Damage

30% increased Armour
+20% to Fire Resistance
5% additional Physical Damage Reduction

30% increased Armour
Gain an Endurance Charge every second if you've been Hit Recently


(Recently refers to the past 4 seconds)

30% increased Evasion Rating
+1% to all maximum Elemental Resistances


(Maximum Resistances cannot be raised above 90%)

30% increased Evasion Rating
8% increased maximum Life

30% increased Evasion Rating
3% chance to Dodge Attack Hits
3% chance to Dodge Spell Hits

20% increased Evasion Rating
+20 to Dexterity
10% chance to Blind Enemies on Hit


(Blinded enemies have their Chance to Hit halved)

+4% chance to Evade Attack Hits if you haven't been Hit Recently


(Recently refers to the past 4 seconds)

1% increased Damage per 1% Chance to Block Attack Damage

3% Chance to Block Spell Damage
25% chance to Avoid Elemental Ailments
+3% Chance to Block Attack Damage


(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)

0.4% of Attack Damage Leeched as Life
Regenerate 1.5% of Life per second
+4% Chance to Block Attack Damage


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

4% Chance to Block Spell Damage
0.3% of Spell Damage Leeched as Energy Shield
Regenerate 1.5% of Energy Shield per second


(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

+20 to maximum Life
20% chance to gain an Endurance Charge when you Block
+4% Chance to Block Attack Damage

4% Chance to Block Spell Damage
20% increased Spell Damage
20% chance to gain a Power Charge when you Block

+4% Chance to Block Attack Damage
Enemies Taunted by you take 6% increased Damage

Recover 50 Life when you Block
50% increased Defences from Equipped Shield
+5% Chance to Block Attack Damage while holding a Shield


(Defences are Armour, Evasion Rating and Energy Shield)

3% chance to Dodge Attack Hits
3% chance to Dodge Spell Hits
5% increased Dexterity

30% chance to Avoid Elemental Ailments
3% chance to Dodge Attack Hits
3% chance to Dodge Spell Hits


(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)

5% increased Movement Speed
5% chance to Dodge Attack and Spell Hits while moving

10% chance to gain Elusive on Kill
25% increased Elusive Effect


(Elusive initially grants 15% chance to Dodge Spell or Attack Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)

+2% to maximum Fire Resistance
Regenerate 1% of Life per second


(Maximum Resistances cannot be raised above 90%)

40% reduced Ignite Duration on you
50% reduced Extra Damage taken from Critical Strikes while Ignited

40% increased Stun and Block Recovery
Purity of Fire has 30% reduced Mana Reservation
+20 to Strength

25% increased Armour
+20% to Fire Resistance
0.4% of Fire Damage Leeched as Life


(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)

+20% to Fire Resistance
40% chance to Avoid being Ignited
6% chance to Avoid Fire Damage from Hits

+2% to maximum Cold Resistance
6% increased Movement Speed


(Maximum Resistances cannot be raised above 90%)

40% reduced Freeze Duration on you
15% additional Physical Damage Reduction while Frozen

Purity of Ice has 30% reduced Mana Reservation
+20 to Dexterity
5% chance to Blind Enemies on Hit


(Blinded enemies have their Chance to Hit halved)

+20% to Cold Resistance
8% increased Attack and Cast Speed
20% increased Life Recovery from Flasks

+20% to Cold Resistance
40% chance to Avoid being Frozen
6% chance to Avoid Cold Damage from Hits

8% increased maximum Mana
+2% to maximum Lightning Resistance


(Maximum Resistances cannot be raised above 90%)

12% increased Movement Speed while Shocked
40% reduced Effect of Shock on you

Regenerate 1% of Energy Shield per second
Purity of Lightning has 30% reduced Mana Reservation
+20 to Intelligence

20% increased Mana Regeneration Rate
+20% to Lightning Resistance
Regenerate 1.5% of Life per second

+20% to Lightning Resistance
40% chance to Avoid being Shocked
6% chance to Avoid Lightning Damage from Hits

+3% to maximum Chaos Resistance


(Maximum Resistances cannot be raised above 90%)

+17% to Chaos Resistance
Unaffected by Poison


(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)

+13% to Chaos Resistance
Regenerate 1.2% of Life per second
Regenerate 0.6% of Energy Shield per second
Regenerate 0.3% of Mana per second

6% increased maximum Life
10% increased maximum Mana
+13% to Chaos Resistance

25% increased Damage over Time
+13% to Chaos Resistance

Sours: https://www.pathofexile.com/forum/view-thread/2783927

And in what condition they would be. When you walk from month to month with a locked member, you begin to look at the world differently. And curry favor. You crawl on your knees.

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Olya left the VIP zone and went into the corridor, where there is less noise and people. Someone grabbed her arm and dragged her around the corner. It's you. Waited for you to come out. Here I am.

There are clean panties in the closet in the bath. Change clothes. Life turned its bright side to me. Finished cleaning. The sister went to wash off the sweat and dirt.

Now discussing:

And we stopped this business. Moreover, my husband always said that my priest excites him very much and that the very thought that you can enter a member there provokes an orgasm. I always perceived this business as a compliment, but the matter did not move further, I decided that my ass was not the size of a penis. Or that it was simply not mine and that was it, there would be no kin.



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