Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
- Requirements
- Crossbows, Level (1-90), (4-86) Str, (4-86) Dex
PoE2 gem tool
Selected support
Explicit compatibility
59 skill gems, page 1 of 2
Deploy a Ballista Totem that rains down a salvo of Pinning, Maiming bolts.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit.
Mark a target, making them suffer Heavy Stun build up from Blood Loss. The Mark will Activate, Consuming itself to Trigger Blood Explosion, when they are Heavy Stunned, or when they are killed if they suffered enough Blood Loss. The Mark's duration does not expire while the Marked target is suffering Blood Loss.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
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.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage that is not based on your Weapon's damage and apply Electrocution buildup.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Slam the ground, sending out a fissure that deals area damage to enemies it passes under and thrusts a spike from the ground when it ends. Warcries performed near the spike will cause it to shatter, damaging surrounding enemies.
Conjures a rootbound fissure that crawls forward, damaging enemies in its path. While the fissure persists, vines lash out from it and attach to nearby enemies, damaging and Slowing them.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments.
Mark a target, making them more susceptible to being Frozen. When the Marked target is Frozen, the Mark Activates, granting you a Buff which gives extra Cold damage and Consuming the Mark. Marking another target while you have the Buff will remove the Buff.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Gain a Buff that boosts your Shock chance. Shocking an enemy consumes the Buff to attach an Orb of electricity to that enemy. The Orb fires bolts of electricity at nearby enemies until it expires.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
Spend Runic Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage.
While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
While active, Critical Hits with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice Crystals near the most recent target.
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.
Raise a cannon Ballista Totem which uses socketed Grenade Skills, with significantly improved Cooldown Recovery Rate.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
Skewer a Skeleton on a bone spike to send nearby Minions into a frenzy as long as the spike remains, making their skills faster and harder hitting. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.
While active and enemies are present, swarms of insects emerge from your body to pursue nearby enemies. The swarms are untargetable Minions that Attack and Poison enemies.
Place a Sigil on the ground, providing a powerful Buff to you and Allies standing in it which grants Life Regeneration and amplifies Armour, Evasion and Energy Shield. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it. The Totem cannot create Jagged Ground. This Skill can be used while Shapeshifted.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Place a Sigil on the ground, providing a powerful Spell Damage Buff to you and Allies while standing in it. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
Mark a target. The next Critical Hit the target receives Activates the Mark, Consuming it to deal extra damage and grant you a Frenzy Charge.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
Skewer a Skeleton on a bone spike, granting you a powerful Spell damage Buff as long as the spike remains. Does not affect your Minions. The bone spike is itself a Minion. If it dies, the effect ends immediately.
Consume any combination of 3 Power and/or Endurance Charges to raise a Totem that uses socketed Spells. Cannot use Skills with Cooldowns.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Spur the growth of huge vines, which emerge randomly within the target area. The vines crash to the ground then retreat, targeting nearby enemies if possible.
Conjure a thunderstorm which causes lightning strikes and torrential rain in an area. Enemies in the area are Drenched, causing them to become Shocked or Frozen more easily. Plants in the area become Overgrown.