Vivid Stampede
Level: (1—20)
Cooldown Time: 0.30 s
Attack Damage: (100—362)% of base
Requires: Level (1—90)
Requires: Any Martial Weapon, Unarmed
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
50% more chance to Shock
Shockwave radius is 2 metres
Stags leap 4 times
Shocked Ground duration is 4 seconds
Additional Effects From Quality:
+(0—0.5) metres to Shockwave radius
Skills can be managed in the Skills Panel.
From /1
Level Effect /40
| Implicit |
|---|
| CooldownTime: 300 |
| Converts 60% of Physical damage to Lightning damage |
| Stags leap 4 times |
| Shockwave radius is 2 metres |
| 50% more chance to Shock |
| Shocked Ground duration is 4 seconds |
| Level | Requires Level | Base Damage |
|---|---|---|
| 1 | 0 | 100%, 100%, 100% |
| 2 | 3 | 110%, 110%, 110% |
| 3 | 6 | 121%, 121%, 121% |
| 4 | 10 | 132%, 132%, 132% |
| 5 | 14 | 143%, 143%, 143% |
| 6 | 18 | 154%, 154%, 154% |
| 7 | 22 | 166%, 166%, 166% |
| 8 | 26 | 177%, 177%, 177% |
| 9 | 31 | 187%, 187%, 187% |
| 10 | 36 | 198%, 198%, 198% |
| 11 | 41 | 209%, 209%, 209% |
| 12 | 46 | 222%, 222%, 222% |
| 13 | 52 | 235%, 235%, 235% |
| 14 | 58 | 249%, 249%, 249% |
| 15 | 64 | 265%, 265%, 265% |
| 16 | 66 | 281%, 281%, 281% |
| 17 | 72 | 299%, 299%, 299% |
| 18 | 78 | 319%, 319%, 319% |
| 19 | 84 | 340%, 340%, 340% |
| 20 | 90 | 362%, 362%, 362% |
| 21 | 386%, 386%, 386% | |
| 22 | 412%, 412%, 412% | |
| 23 | 440%, 440%, 440% | |
| 24 | 469%, 469%, 469% | |
| 25 | 500%, 500%, 500% | |
| 26 | 533%, 533%, 533% | |
| 27 | 569%, 569%, 569% | |
| 28 | 607%, 607%, 607% | |
| 29 | 647%, 647%, 647% | |
| 30 | 690%, 690%, 690% | |
| 31 | 736%, 736%, 736% | |
| 32 | 785%, 785%, 785% | |
| 33 | 838%, 838%, 838% | |
| 34 | 893%, 893%, 893% | |
| 35 | 953%, 953%, 953% | |
| 36 | 1016%, 1016%, 1016% | |
| 37 | 1084%, 1084%, 1084% | |
| 38 | 1156%, 1156%, 1156% | |
| 39 | 1233%, 1233%, 1233% | |
| 40 | 1316%, 1316%, 1316% |
Attribute /8
Vivid Stampede
| Name | Show Full Descriptions |
|---|---|
| Acronym | Shock, Spirit |
| Id | VividStampede |
| BaseType | Vivid Stampede |
| Class | Skill Gems |
| TargetTypes | Ground, Enemy |
| Type | Area, Lightning, Attack, Triggered, InbuiltTrigger, Triggerable, Instant, AttackInPlace, Cooldown, CreatesGroundEffect, Duration |
| ItemType | Metadata/Items/Gem/SkillGemAscendancyVividStampede |
| ActiveSkillsCode | vivid_stampede |
Vivid Stampede
Level: (1—20)
Cooldown Time: 0.30 s
Attack Damage: (100—362)% of base
Requires: Level (1—90)
Requires: Any Martial Weapon, Unarmed
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
50% more chance to Shock
Shockwave radius is 2 metres
Stags leap 4 times
Shocked Ground duration is 4 seconds
attack is not melee override [1]
base skill show average damage instead of dps [1]
is area damage [1]
skill triggered on hit while have vivid stag wisps [1]
vivid stag spacing [10]
Additional Effects From Quality:
+(0—0.5) metres to Shockwave radius
Skills can be managed in the Skills Panel.
Supported By /175
Efficiency I
Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Efficiency II
Supports any skill, making it cost less to use. Cannot support skills which reserve Spirit.
Knockback
Supports any skill that Hits enemies, causing it to Knock Back enemies.
Brutality I
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality II
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Brutality III
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Compressed Duration I
Supports any skill that has a duration making that duration shorter.
Compressed Duration II
Supports any skill that has a duration making that duration shorter.
Prolonged Duration I
Supports any skill that has a duration, making that duration longer.
Prolonged Duration II
Supports any skill that has a duration, making that duration longer.
Exploit Weakness
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Armour Explosion
Supports Attacks and Warcries, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Armour Break I
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Armour Break II
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Armour Break III
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Elemental Armament III
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Persistent Ground I
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer.
Persistent Ground II
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer and only end when their duration expires.
Persistent Ground III
Supports Skills which create Ground Surfaces, causing created Surfaces to last much longer as well as lowering the Cooldown Recovery Speed of affected Enemies. Ground Surfaces from Supported Skills only end when their duration expires.
Enduring Impact I
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Enduring Impact II
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Xoph's Pyre
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Uul-Netol's Embrace
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Uhtred's Exodus
Supports Skills which can gain levels, granting them many additional levels provided no other supports are used with the supported Skill. Does not support skills which do not have levels.
Uhtred's Omen
Supports Skills which can gain levels, granting them additional levels provided exactly one other support is used with the supported Skill. Does not support skills which do not have levels.
Uhtred's Augury
Supports Skills which can gain levels, granting them additional levels provided exactly two other supports are used with the supported Skill. Does not support skills which do not have levels.
Close Combat I
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Close Combat II
Supports Attacks, causing them to deal more damage to enemies based on how close they are to you.
Neural Overload
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Electrocute
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Eonyr's Thunder
Supports any Skill which can deal damage. Lightning damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock. Enemies slain while Electrocuted by Supported Skills explode, dealing a percentage of their maximum Life as Lightning damage.
Pin II
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Mana Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Life Bounty
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Swift Affliction I
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction II
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Swift Affliction III
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Slow Potency
Supports any skill, causing inflicted Slows to be more powerful.
Culling Strike II
Supports Attack Skills, causing them to Cull Rare and Unique Enemies on Hit, and increasing the threshold at which they will Cull Enemies.
Longshot I
Supports Attacks, causing them to deal more damage from farther away.
Longshot II
Supports Attacks, causing them to deal more damage from farther away.
Cooldown Recovery I
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Cooldown Recovery II
Supports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.
Commiserate
Supports Skills you use or Trigger yourself, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Blindside
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Frozen Spite
Supports Attack Skills, causing them to create Ice Fragments on killing Frozen Enemies. Cannot Support Totem Skills and does not modify Skills used by Minions.
Tul's Stillness
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Rakiata's Flow
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
Tacati's Ire
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Magnified Area I
Supports any skill with an area of effect, making it larger.
Magnified Area II
Supports any skill with an area of effect, making it larger.
Supercritical
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Oisín's Oath
Supports Skills which Hit enemies, causing their Mana Leech to recover based on Elemental damage instead of Physical damage.
Concentrated Area
Supports any skill with an area of effect, causing that area to be smaller but any area damage it deals to be higher.
Elemental Focus
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Frost Nexus
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Shock Siphon
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Pinpoint Critical
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Ambush
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Cold Exposure
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Lightning Mastery
Supports Lightning skills, granting them an additional level. Does not support skills which do not have levels.
Rising Tempest
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Encroaching Ground
Supports Skills that create Ground Surfaces, causing those Surfaces to grow over time, up to a limit.
Living Lightning
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Living Lightning II
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Esh's Radiance
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Practical Magic I
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Practical Magic II
Supports Skills which Hit enemies. Heavy Stunning an enemy with Supported Skills increases your Spell damage for a duration.
Uhtred's Rite
Supports skills with Cooldowns, causing them to grant Overflowing Chalice when used. Supported skills deal more damage during the effect of your Life Flask and have increased Mana Cost Efficiency during the effect of your Mana Flask.
Esh's Prowess
Supports Lightning skills that Hit targets, granting them an additional level and causing them to only roll the minimum or maximum value for Lightning damage. Does not support skills which do not have levels.
Concussive Runes
Supports Attacks, causing a Runic Shockwave to erupt under enemies they Heavy Stun. The Shockwave costs Runic Ward, and will not Trigger if you do not have enough Runic Ward.
Runic Infusion
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Runic Extraction
Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant.
Scouring Flame
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Olroth's Hubris
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical and Cold damage based on their Runic Ward cost, in addition to causing Physical damage to Contribute to Freeze buildup. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Vivid Stampede
Ascendancy: Spirit Walker
Character: Huntress
Gain a Vivid Wisp for every 10 metres you move, up to a maximum of 3
Expend all Vivid Wisps to trigger Vivid Stampede when you Attack
Expend all Vivid Wisps to trigger Vivid Stampede when you Attack
Vivid Stampede Attr /5
| Name | Show Full Descriptions |
|---|---|
| ID | AscendancyHuntress2Notable1 |
| Icon | |
| AscendancyID | Spirit Walker |
| PassiveSkillsHash | 41401 |
| Tags | isNotable: true isUsed: true |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.



















