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Cast on Ignite

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Revisão de 08h04min de 31 de janeiro de 2025 por 2804:7f0:b342:7285:64ed:1da:48ae:cfda (discussão) (Criou página com '{{stub}} ==Skill functions and interactions== ==Gem level progression== {{Skill progression}} ==Recommended support gems== {{Recommended support gems |t1_1 = Coming Soon |t1_2 = Coming Soon |t2_1 = Coming Soon |t2_2 = {{il|Impetus}} |t3_1 = Coming Soon |t3_2 = {{il|Energy Retention}} }} {{Item acquisition}} {{Alternate skill effect list}} ==Version history== {{Version history table header}} {{Version history table row|0.1.0d| * Trigger gem energy gain was not in t...')
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Skill functions and interactions

Gem level progression

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Recommended support gems

The following support gems are recommendations by GGG as listed in-game, and do not necessarily reflect optimal combinations or the views of the wiki.

Gem
tier
Support gems
I Coming Soon Coming Soon
II Coming Soon ImpetusImpetusTier: 2
Level: 1
Supports Meta Skills. Supported Skills generate Energy significantly faster.Supported Skills gain 40% increased EnergyPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.
III Coming Soon Energy RetentionEnergy RetentionTier: 3
Level: 1
Supports Meta Skills. Supported Skills gain a chance to partially Refund a portion of Energy cost when Triggering or Invoking other Skills.Skills Triggered by Supported Meta Skills have 35% chance to refund half of their Energy costPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time.

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Alternate skill effects

Cast on Ignite has the following alternate skill effects:

ItemDescription

Version history

Versão Mudanças
0.1.0d
  • Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing.
    • In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting.
    • Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite.
    • We have also rebalanced all energy gain across the board.
0.1.0
  • Introduced to the game.