Warm Blooded
Category: Warm Blooded
Tier: 3
Additional Reservation: 15 Spirit
Support Requirements: +5 Dex
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Support
50% less Freeze duration on you while a Supported Skill is active
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Skill Gems /3
From /1
Uncut Support Gem Tier 3
Level Effect /1
| Implicit |
|---|
| Mana: 15 |
| 50% less Freeze duration on you while a Supported Skill is active |
| Level | Requires Level | Dex |
|---|---|---|
| 1 | 0 | 0 |
Attribute /5
Warm Blooded
| Name | Show Full Descriptions |
|---|---|
| Acronym | Freeze |
| Id | WarmBloodedSupport |
| BaseType | Warm Blooded |
| Class | Support Gems |
| ItemType | Metadata/Items/Gem/SupportGemWarmBlooded |
Warm Blooded
Category: Warm Blooded
Tier: 3
Additional Reservation: 15 Spirit
Support Requirements: +5 Dex
Supports Persistent Buff Skills, causing Freeze applied to you to last for a shorter duration while the Supported Skill is active.
Support
50% less Freeze duration on you while a Supported Skill is active
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
Supported Gem /80
Magma Barrier
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
Scavenged Plating
While active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you stacks of Scavenged Plating for a duration based on the enemy's rarity, and you gain Armour and Thorns per stack. Normal enemies grant 1 stack, Magic enemies grant 2 stacks, Rare enemies grant 5 stacks and Unique enemies grant 10 stacks.
Time of Need
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
Overwhelming Presence
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
Eternal Rage
While active, you constantly regenerate Rage.
Rhoa Mount
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
Wind Dancer
While active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.
Mirage Archer
While active, dodge rolling will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
Combat Frenzy
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
Trail of Caltrops
While active, scatters caltrops in your wake when you dodge.
Cast on Critical
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
Mana Remnants
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Malice
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
Archmage
While active, causes your Non-Channelling Spells to cost additional mana and deal extra Lightning damage, both based on your maximum Mana.
Convalescence
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Mirror of Refraction
Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Projectile causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Projectiles may be copied again when colliding with other mirrors.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Lingering Illusion
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will drop a Remnant that grants you a Power Charge on pickup.
Ghost Dance
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Dread Banner
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
Align Fate
While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast non-Channelling, non-Buff Spells you could cast that have no cooldown.
Temporal Rift
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
Sorcery Ward
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Attrition
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Into the Breach
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
Herald of Blood
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Mirage Deadeye
While active, firing a ranged Projectile Attack will create a Mirage that uses socketed ranged Attacks for a short duration, then vanish.
Herald of Ice
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Trinity
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
Void Illusion
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.
Briarpatch
While active, a portion of the Physical Attack damage you deal is stored. Casting a Spell uses the stored damage to create a patch of Thorny Ground that deals Spell damage to moving enemies.
Savage Fury
While active, your Fury builds from Attacking enemies. Using this Skill releases your Fury to send you into a bestial frenzy, gaining damage and Onslaught but constantly losing life and forcing you into animal form. The frenzy ends immediately if you return to human form. You cannot gain Fury while in a frenzy.
Barkskin
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.