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### Active
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* Magic Misile
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Launch a missile of magic energy, dealing 230% weapon damage as Arcane.
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* Charged Blast
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Increase the damage of Magic Missile to 325% weapon damage as Arcane.
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* Glacial Spike
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Cast out a shard of ice that explodes on impact, causing enemies within 4.5 yards to take 175% weapon damage as Cold and be Frozen for 1 second.
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Enemies cannot be Frozen by Glacial Spike more than once every 5 seconds.
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* Split
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Fire 3 missiles that each deal 80% weapon damage as Arcane.
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* Seeker
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Missiles track the nearest enemy. Missile damage is increased to 285% weapon damage as Arcane.
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* Conflagrate
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The missile pierces through enemies and causes them to burn for 130% weapon damage as Fire over 3 seconds.
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Burn damage stacks up to 3 times and any Fire damage taken from your other spells refresh all stacks to their maximum duration.
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* Shock Pulse
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Release a medium range pulse of 3 unpredictable charges of electricity that deal 194% weapon damage as Lightning.
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* Explosive Bolts
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Slain enemies explode, dealing 184% weapon damage as Cold to every enemy within 10 yards.
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Shock Pulse's damage turns into Cold.
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* Fire Bolts
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Cast 3 bolts of fire that each deal 274% weapon damage as Fire.
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* Piercing Orb
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Merge the bolts in a single giant orb that oscillates forward dealing 214% weapon damage as Lightning to everything it hits.
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* Power Affinity
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Gain 2 Arcane Power for each enemy hit.
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Shock Pulse's damage turns into Arcane.
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* Living Lightning
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Conjure a being of lightning that drifts forward, electrocuting nearby enemies for 165% weapon damage as Lightning.
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* Spectral Blade
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Summon a spectral blade that strikes all enemies up to 15 yards in front of you for 168% weapon damage as Arcane.
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* Flame Blades
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Each enemy hit increases the damage of your Fire spells by 1%, up to a maximum of 30%, for 5 seconds.
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* Siphoning Blade
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Gain 2 Arcane Power for each enemy hit.
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* Thrown Blade
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Extend the reach of Spectral Blade to 20 yards and increase its damage to 231% weapon damage as Lightning.
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* Barrier Blades
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With each cast, gain a protective shield for 3 seconds that absorbs 4% of your Life in damage.
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* Ice Blades
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Chilled enemies have a 5% chance to be Frozen and Frozen enemies have a 5% increased chance to be critically hit by Spectral Blade.
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* Electrocute
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Lightning arcs from your fingertips, dealing 138% weapon damage as Lightning. The lightning can jump, hitting up to 2 additional enemies.
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* Chain Lightning
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Increase the maximum number of enemies that can be electrocuted to 10.
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* Forked Lightning
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Critical Hits release 4 charged bolts in random directions, dealing 44% weapon damage as Fire to any enemies hit.
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* Lightning Blast
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Create streaks of lightning that pierce through enemies for 140% weapon damage as Lightning.
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* Surge of Power
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Gain 1 Arcane Power for each enemy hit.
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* Arc Lightning
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Blast a cone of lightning that deals 310% weapon damage as Lightning to all affected enemies.
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* Ray of frost
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Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for 430% weapon damage as Cold and Slows their movement by 60% for 3 seconds.
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Ray of Frost damage is increased by 405% weapon damage every second, up to a maximum total of 1240% weapon damage as Cold.
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* Cold Blood
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Reduce channeling cost to 11 Arcane Power.
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* Numb
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Ray of Frost has a 10% chance to Freeze enemies for 1 second and increases the Slow amount to 80% for 3 seconds.
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* Black Ice
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Enemies killed by Ray of Frost leave behind a patch of ice that deals 1625% weapon damage as Cold to enemies moving through it over 3 seconds.
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* Sleet Storm
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Create a swirling storm around you that grows up to a 22 yard radius, dealing 300% weapon damage as Cold to all enemies caught within it.
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Ray of Frost damage is increased by 220% weapon damage every second, up to a maximum total of 740% weapon damage as Cold.
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* Snow Blast
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Enemies hit by Ray of Frost take 15% increased damage from Cold for 4 seconds.
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* Arcane Orb
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Hurl an orb of pure energy that explodes on contact, dealing 435% weapon damage as Arcane to all enemies within 15 yards.
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* Obliteration
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Increase the speed of the orb and its damage to 700% weapon damage as Arcane, but reduce the area of effect to 8 yards.
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* Arcane Orbit
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Create 4 Arcane Orbs that orbit you, exploding for 265% weapon damage as Arcane when enemies get close.
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* Spark
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Lob an electrified orb over enemies that zaps them for 349% weapon damage as Lightning and increases the damage of the next Lightning spell you cast by 2% for every enemy hit up to a maximum of 15.
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* Scorch
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Launch a burning orb that deals 221% weapon damage as Fire. The orb leaves behind a wall of Fire that deals 734% weapon damage as Fire over 5 seconds.
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* Frozen Orb
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Create an orb of frozen death that shreds an area with ice bolts, dealing 393% weapon damage as Cold.
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* Arcane Torrent
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Hurl a barrage of arcane projectiles that deal 400% weapon damage as Arcane to all enemies near the impact location.
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Arcane Torrent damage is increased by 305% weapon damage every second, up to a maximum total of 1010% weapon damage as Arcane.
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* Flame Ward
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You take 15% less damage from attacks while channeling. Every second you channel increases this amount by 5%, up to a maximum total of 25% damage reduction.
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Arcane Torrent's damage turns into Fire.
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* Death Blossom
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Unleash a torrent of power beyond your control. You no longer direct where the projectiles go, but their damage is greatly increased to 1215% weapon damage as Arcane.
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Arcane Torrent damage is increased by 640% weapon damage every second, up to a maximum total of 2495% weapon damage as Arcane.
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* Arcane Mines
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Lay Arcane mines that arm after 2 seconds. These mines explode when an enemy approaches, dealing 825% weapon damage as Arcane. Enemies caught in the explosion have their movement and attack speeds reduced by 60% for 3 seconds.
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* Static Discharge
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Each missile explodes into 2 piercing bolts of electricity that each deal 150% weapon damage as Lightning.
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* Cascade
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Enemies hit by Arcane Torrent have a 12.5% chance to fire a new missile at a nearby enemy dealing 582% weapon damage as Arcane.
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* Disintegrate
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Channel a beam of pure energy, dealing 390% weapon damage as Arcane.
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Disintegrate damage is increased by 250% weapon damage every second, up to a maximum total of 890% weapon damage as Arcane.
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* Convergence
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Increase the width of the beam allowing it to hit more enemies.
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Disintegrate's damage turns into Fire.
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* Volatility
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Enemies killed by the beam have a 35% chance to explode causing 750% weapon damage as Arcane to all enemies within 8 yards.
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* Entropy
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The beam fractures into a short-ranged cone that deals 435% weapon damage as Arcane.
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Disintegrate damage is increased by 340% weapon damage every second, up to a maximum total of 1115% weapon damage as Arcane.
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* Chaos Nexus
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While channeling the beam you become charged with energy and discharge at nearby enemies dealing 115% weapon damage as Arcane.
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* Intensify
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Enemies hit by Disintegrate take 15% increased damage from Arcane for 4 seconds.
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* Frost Nova
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Blast nearby enemies with an explosion of ice and freeze them for 2 seconds.
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* Shatter
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A frozen enemy that is killed has a 100% chance of releasing another Frost Nova.
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* Cold Snap
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Reduce the cooldown to 7.5 seconds and increase the Freeze duration to 3 seconds.
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* Frozen Mist
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Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost that deals 915% weapon damage as Cold over 8 seconds.
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* Deep Freeze
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Gain a 10% bonus to Critical Hit Chance for 11 seconds if Frost Nova hits 5 or more enemies
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* Bone Chill
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Enemies take 33% more damage while frozen or chilled by Frost Nova.
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* Diamond Skin
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Transform your skin to diamond for 3 seconds, absorbing up to 40% of your Life in damage from incoming attacks.
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* Crystal Shell
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Increase the maximum amount of damage absorbed to 80% of your Life.
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* Prism
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Reduce the Arcane Power cost of all skills by 9 while Diamond Skin is active.
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* Sleek Shell
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Increases your movement speed by 30% while Diamond Skin is active.
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* Enduring Skin
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Increase the duration of Diamond Skin to 6 seconds.
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* Diamond Shards
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When Diamond Skin fades, diamond shards explode in all directions dealing 863% weapon damage as Arcane to nearby enemies.
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* Slow Time
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Invoke a bubble of warped time and space at your target location up to 60 yards away for 15 seconds, reducing enemy attack speed by 20% and movement speed by 60%. This bubble also slows the speed of enemy projectiles by 90%.
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* Time Shell
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Increase the potency of the movement speed reduction to 80% and reduces the cooldown to 12 seconds.
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* Exhaustion
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Enemies caught by Slow Time deal 25% less damage.
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* Time Warm
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Enemies caught in the bubble of warped time take 15% more damage.
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* Point of No Return
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Enemies that enter or leave the Slow Time area are stunned for 5 seconds.
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* Stretch Time
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Time is sped up for any allies standing in the area, increasing their attack speed by 10%.
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* Teleport
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Teleport through the ether to the selected location up to 50 yards away.
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* Safe Passage
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For 5 seconds after you Teleport, you will take 25% less damage.
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* Wormhole
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After casting Teleport, you have 3 seconds to Teleport 1 additional time.
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* Reversal
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Casting Teleport again within 5 seconds will instantly return you to your original location and set the remaining cooldown to 1 seconds.
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* Fracture
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Summon 2 decoys for 6 seconds after teleporting.
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* Calamity
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Cast a short range Wave of Force upon arrival, dealing 175% weapon damage as Arcane to all nearby enemies and stunning them for 1 second.
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* Wave of Force
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Discharge a wave of pure energy that deals 390% weapon damage as Arcane to nearby enemies.
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* Impactful Wave
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Wave of Force repels projectiles back toward their shooter, knocks back nearby enemies and Slows them by 60% for 3 seconds.
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Wave of Force gains a 5 second cooldown.
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* Debilitating Force
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Enemies hit deal 20% reduced damage for 4 seconds.
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* Arcane Attunement
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Each enemy hit increases the damage of your next Arcane spell by 4%.
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* Static Pulse
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Each enemy hit restores 1 Arcane Power.
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Wave of Force's damage turns into Lightning.
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* Heat Wave
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Increase the damage to 475% weapon damage as Fire.
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* Energy Twister
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Unleash a twister of pure energy that deals 1525% weapon damage as Arcane over 6 seconds to everything in its path.
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* Mistral Breeze
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Reduce the casting cost of Energy Twister to 25 Arcane Power.
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Energy Twister's damage turns into Cold.
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* Gale Force
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Enemies hit by Energy Twister take 15% increased damage from Fire for 4 seconds.
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* Raging Storm
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When two Energy Twisters collide, they merge into a tornado with increased area of effect that causes 3200% weapon damage as Arcane over 6 seconds.
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* Wicked Wind
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Energy Twister no longer travels but spins in place, dealing 835% weapon damage as Arcane over 6 seconds to everything caught in it.
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* Storm Chaser
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Each cast of Energy Twister grants you a Lightning Charge. You can store up to 3 Lightning Charges at a time. Casting a Signature spell releases all Lightning Charges as a bolt of Lightning that deals 196% weapon damage as Lightning per Lightning Charge.
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Energy Twister's damage turns into Lightning.
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The following skills are Signature spells:
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* Magic Missile
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* Shock Pulse
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* Spectral Blade
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* Electrocute
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* Hydra
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Summon a multi-headed Hydra for 15 seconds that attacks enemies with bolts of fire dealing 165% weapon damage as Fire.
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Only one Hydra may be active at a time.
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* Arcane Hydra
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Summon an Arcane Hydra that spits Arcane Orbs that explode on impact, dealing 205% weapon damage as Arcane to enemies near the explosion.
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* Lightning Hydra
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Summon a Lightning Hydra that electrocutes enemies for 255% weapon damage as Lightning.
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* Blazing Hydra
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Summon a Blazing Hydra that spits bolts of Fire that burn enemies near the point of impact, dealing 155% weapon damage as Fire over 3 seconds. Burn damage can stack multiple times on the same enemy.
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* Frost Hydra
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Summon a Frost Hydra that breathes a short range cone of frost, causing 255% weapon damage as Cold to all enemies in the cone.
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* Mammoth Hydra
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Summon a Mammoth Hydra that breathes a river of flame at nearby enemies, dealing 330% weapon damage per second as Fire to enemies caught on the burning ground.
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* Meteor
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Summon an immense Meteor that plummets from the sky, crashing into enemies for 740% weapon damage as Fire. The ground it hits is scorched with molten fire that deals 235% weapon damage as Fire over 3 seconds.
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* Thunder Crash
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Removes the delay before Meteor comes crashing down.
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Meteor's damage turns into Lightning.
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* Star Pact
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Expend all remaining Arcane Power. Each point of extra Arcane Power spent increases the impact damage of Meteor by 20% weapon damage as Arcane.
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* Comet
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Summon a Comet that deals 740% weapon damage as Cold and freezes chilled enemies for 1 second upon impact.
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The impact site is covered in an icy mist that deals 235% weapon damage as Cold over 3 seconds.
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* Meteor Shower
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Unleash a volley of 7 small Meteors that each strike for 277% weapon damage as Fire.
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* Molten Impact
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Greatly increases the size and increases the damage of the Meteor impact to 1648% weapon damage as Fire and the molten fire to 625% weapon damage as Fire over 3 seconds.
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Adds a 15 second cooldown.
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* Blizzard
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Call down shards of ice that deal 1075% weapon damage as Cold over 6 seconds to enemies in a 12 yard radius. Multiple casts in the same area from the same caster do not stack.
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* Lightning Storm
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Enemies affected by Blizzard take 15% increased damage from Lightning.
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* Frozen Solid
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Enemies caught in the Blizzard have a 100% chance to be Frozen for 2.5 seconds.
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* Snowbound
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Reduce the casting cost of Blizzard to 10 Arcane Power.
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* Apocalypse
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Increase the area of effect of Blizzard to a 30 yard radius.
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Blizzard's damage turns into Fire.
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* Unrelenting Storm
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Increase the duration and damage of Blizzard to deal 1810% weapon damage as Cold over 8 seconds.
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* Ice Armor
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Surround yourself in a barrier of ice that reduces damage from melee attacks by 12%. Melee attackers are either Chilled or Frozen for 3 seconds. Lasts 10 minutes.
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Only one Armor may be active at a time.
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* Chilling Aura
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Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement speed by 80%.
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* Crystallize
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When you are struck by a melee attack, your Armor is increased by 20% for 30 seconds. This effect stacks up to 3 times.
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* Jagged Ice
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Melee attackers also take 189% weapon damage as Cold.
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* Ice Reflect
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Melee attacks have a 40% chance to create a Frost Nova centered on the attacker, dealing 75% weapon damage as Cold.
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* Frozen Storm
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A whirling storm of ice builds around you, dealing 80% weapon damage as Cold every second.
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* Storm Armor
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Bathe yourself in electrical energy, periodically shocking a nearby enemy for 175% weapon damage as Lightning. Lasts 10 minutes.
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Only one Armor may be active at a time.
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* Reactive Armor
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Ranged and melee attackers are shocked for 189% weapon damage as Lightning.
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* Power of the Storm
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Reduce the Arcane Power cost of all skills by 3 while Storm Armor is active.
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* Thunder Storm
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Increase the damage of the shock to 315% weapon damage as Lightning.
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* Scramble
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Increase your movement speed by 25% for 3 seconds when you are hit by melee or ranged attacks.
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* Shocking Aspect
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Critical Hits have a chance to electrocute a nearby enemy for 425% weapon damage as Lightning.
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* Magic Weapon
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Imbue your weapon with magical energy, granting it 10% increased damage. Lasts 10 minutes.
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Requires Weapon
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* Electrify
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Attacks have a chance to cause lightning to arc to 3 nearby enemies, dealing 61% weapon damage as Lightning.
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* Force Weapon
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Increase the damage bonus of Magic Weapon to 20% damage.
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* Conduit
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Enemies hit by your attacks restore up to 3 Arcane Power.
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* Ignite
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Attacks have a chance to burn enemies, dealing 300% weapon damage as Fire over 3 seconds.
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* Deflection
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When you perform an attack, gain a protective shield for 3 seconds that absorbs 4% of your Life in damage.
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* Familiar
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Summon a Familiar that attacks your enemies for 240% weapon damage as Arcane. This companion cannot be targeted or damaged by enemies. Lasts 10 minutes.
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* Sparkflint
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Summon a fiery Familiar that grants you 10% increased damage.
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* Icicle
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The Familiar's projectiles have a 35% chance to Freeze the enemy for 1 second.
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* Ancient Guardian
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Summon a protective Familiar. When you are below 50% Life the Familiar will absorb damage from 1 attack every 6 seconds.
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* Arcanot
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While the Familiar is active, you regenerate 4.5 Arcane Power every second.
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* Cannoneer
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The Familiar's projectiles explode on impact, dealing 240% weapon damage as Arcane to all enemies within 6 yards.
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* Energy Armor
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Focus your energies, increasing your Armor by 35% but decreasing your maximum Arcane Power by 20. Lasts 10 minutes.
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Only one Armor may be active at a time.
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* Absorption
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You have a chance to gain 4 Arcane Power when you are hit by a ranged or melee attack.
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* Pinpoint Barrier
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Energy Armor also increases your Critical Hit Chance by 5%.
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* Energy Tap
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Rather than decreasing your maximum Arcane Power, Energy Armor increases it by 20.
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* Force Armor
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Incoming attacks that would deal more than 35% of your maximum Life are reduced to deal 35% of your maximum Life instead.
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The amount absorbed cannot exceed 100% of your maximum Life.
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* Prismatic Armor
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Energy Armor also increases your resistance to all damage types 25%.
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* Explosive Blast
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Gather an infusion of energy around you that explodes after 1.5 seconds for 945% weapon damage as Arcane to all enemies within 12 yards.
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* Unleashed
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Increases the damage of Explosive Blast to 1485%.
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* Flash
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Reduce the cooldown of Explosive Blast to 3 seconds.
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Explosive Blast's damage turns into Lightning.
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* Short Fuse
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Immediately release the energy of Explosive Blast for 909% weapon damage as Fire.
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* Obliterate
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Release an enormous Explosive Blast that deals 990% weapon damage as Cold to all enemies within 18 yards.
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* Chain Reaction
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Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 520% weapon damage as Fire.
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* Mirror Image
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Summon 2 illusionary duplicates of yourself that taunt nearby enemies for 1 second, last for 7 seconds and have 50% of your Life.
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Spells cast by your Mirror Images will deal 10% of the damage of your own spells.
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* Simulacrum
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Increase the Life of your Mirror Images to 200% of your own.
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* Duplicates
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Summon 4 Mirror Images that taunt nearby enemies for 1 second and each have 50% of your Life.
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* Mocking Demise
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When a Mirror Image is destroyed, it explodes, dealing 309% weapon damage as Arcane with a 50% chance to Stun for 2 seconds.
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* Extension of Will
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Increase the duration of your Mirror Images to 10 seconds and their Life to 100% of your Life.
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* Mirror Mimics
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Spells cast by your Mirror Images will deal 20% of the damage of your own spells.
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* Archon
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Transform into a being of pure arcane energy for 20 seconds. While in Archon form, your normal abilities are replaced by powerful Archon abilities, your damage is increased by 30%, and your Armor and resistances are increased by 150%.
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Each enemy killed while in Archon form increases your damage by 6% for the remaining duration of Archon.
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* Combustion
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An explosion erupts around you when you transform, dealing 3680% weapon damage as Fire to all enemies within 15 yards.
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Archon abilities deal Fire damage instead of Arcane.
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* Teleport
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Archon form can cast Teleport with a 2 second cooldown.
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* Pure Power
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Decrease the cooldown of Archon to 100 seconds.
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Archon abilities deal Lightning damage instead of Arcane.
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* Slow Time
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Archon form can cast a Slow Time that follows you and your Arcane Blast and Arcane Strike abilities Freeze enemies for 1 seconds.
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Archon abilities deal Cold damage instead of Arcane.
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* Improved Archon
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Increase the damage of all Archon abilities by 50%.
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* Black Hole
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Conjure a Black Hole at the target location that draws enemies to it and deals 700% weapon damage as Arcane over 2 seconds to all enemies within 15 yards.
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* Supermassive
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Increases the Black Hole radius to 20 yards and damage to 1290% weapon damage as Lightning over 2 seconds.
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* Absolute Zero
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Each enemy hit increases the damage of your Cold spells by 3% for 10 seconds.
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Black Hole's damage turns into Cold.
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* Event Horizon
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The Black Hole also absorbs enemy projectiles and objects from Elite monster affixes within 15 yards.
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* Blazar
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Conjure a Black Hole at the target location that draws enemies to it and deals 700% weapon damage as Fire over 2 seconds to all enemies within 15 yards.
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After the Black Hole disappears, an explosion occurs that deals 725% weapon damage as Fire to enemies within 15 yards.
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* Spellsteal
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Enemies hit by Black Hole deal 10% reduced damage for 5 seconds. Each enemy hit by Black Hole grants you 3% increased damage for 5 seconds.
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### Passive
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* Power Hungry
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You deal 30% additional damage to enemies farther than 30 yards.
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* Blur
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Decrease damage taken by 17%.
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* Evocation
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Reduce all cooldowns by 20%.
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* Glass Cannon
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Increase all damage done by 15%, but decrease Armor and resistances by 10%.
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* Prodigy
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When you cast a Signature spell, you gain 5 Arcane Power.
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The following skills are Signature spells:
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* Magic Missile
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* Shock Pulse
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* Spectral Blade
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* Electrocute
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* Astral Presence
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Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2.5 per second.
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* Illusionist
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When you take more than 15% of your maximum Life in damage within 1 second, the cooldowns on Mirror Image, Slow Time, and Teleport are reset.
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When you use Mirror Image, Slow Time, or Teleport, your movement speed is increased by 30% for 3 seconds.
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* Cold Blooded
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Enemies chilled or frozen by you take 10% more damage from all sources for the duration of the chill or Freeze.
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* Conflagration
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Fire damage dealt to enemies applies a burning effect, increasing their chance to be critically hit by 6% for 3 seconds.
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* Paralysis
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Lightning spells have a 15% chance to Stun all targets hit for 1.5 seconds.
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* Galvanizing Ward
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As long as you have not taken damage in the last 5 seconds you gain a protective shield that absorbs the next 60% of your Life in damage.
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* Temporal Flux
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Enemies that take Arcane damage are slowed by 80% for 2 seconds.
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* Dominance
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Killing an enemy grants a shield that absorbs 2% of your Life in damage for 3 seconds. This effect can stack up to 10 times.
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Refreshing Dominance will set the shield to its maximum possible potency and each stack will increase its total duration by 0.5 seconds.
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* Arcane Dynamo
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When you cast a Signature spell, you gain a Flash of Insight. After 5 Flashes of Insight, your next non-Signature spell deals 60% additional damage.
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The following skills are Signature spells:
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* Magic Missile
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* Shock Pulse
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* Spectral Blade
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* Electrocute
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* Unstable Anomaly
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When you receive fatal damage, you instead gain a shield equal to 400% of your maximum Life for 5 seconds and release a shockwave that knocks enemies back and Stuns them for 3 seconds.
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This effect may occur once every 60 seconds.
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* Unwavering Will
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Standing still for 1.5 seconds increases the following attributes:
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* Armor: 20%
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* All Resistances: 20%
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* Damage: 10%
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* Audacity
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You deal 30% additional damage to enemies within 15 yards.
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* Elemental Exposure
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Damaging enemies with Arcane, Cold, Fire or Lightning will cause them to take 5% more damage from your attacks for 5 seconds. Each different damage type applies a stack, stacking up to 4 times.
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Elemental damage from your weapon contributes to Elemental Exposure. |