Soul Shred | |||||
---|---|---|---|---|---|
Line | Siphoning | ||||
Line Rank | 12 | Cost | 150 Ultimate | ||
Cast Time | 0.5 seconds | Duration | – | ||
Target | Area | ||||
Area | 8 meters | ||||
Morphs | |||||
Soul Siphon Heals you and your allies instead of damaging and stunning enemies. |
|||||
Soul Tether Heals for half the initial damage caused. Tether to enemies hit, dealing constant damage and healing for damage caused. |
|||||
Notes
Values are based on Max Magicka/Stamina 12000, Max Health 16000, and Weapon/Spell Damage 1000.
|
- Soul Shred: Ravage nearby enemies' souls with a night rune, dealing [9224 / 9325 / 9427 / 9528] Magic Damage and stunning them for 4 seconds. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 8533 Magic Damage to them and healing for the damage caused.
- Soul Siphon: Duration: 4 seconds, Radius: 28 meters.
Sanctify your soul and the souls of nearby allies with a night rune, healing for [9529 / 9634 / 9739 / 9844] Health and an additional [24830 / 25097 / 25376 / 25655] Health over 4 seconds. You and your allies will also receive Major Vitality, increasing your healing received and damage shield strength by 12% for 4 seconds. An ally can target a nearby enemy and activate the Soul Leech synergy, dealing 8533 Magic Damage to them and healing for the damage caused. - Soul Tether: Duration: 8 seconds.
Ravage nearby enemies' souls with a night rune, dealing [9529 / 9634 / 9739 / 9844] Magic Damage, healing for half the damage, and stunning them for 4 seconds. Ravaged enemies are tethered to you for 8 seconds, and while they remain within 10 meters, you siphon [1660 / 1678 / 1696 / 1714] Health from them every second. An ally can target a ravaged enemy and activate the Soul Leech synergy, dealing 8533 Magic Damage to them and healing for the damage caused.
Soul Shred deals Magic Damage to enemies and stuns them, while allies can activate the Soul Leech synergy to steal their Health. The Soul Siphon morph changes it into a group healing spell and removes the damage and stun effect, though your allies can still cause damage using the synergy. Or you can use Soul Tether, which adds damage over time and heals you.
NotesEdit
- Soul Tether is a recommended morph for the Nightblade Initiate build, while Soul Siphon is recommended for Blood Magus.
GalleryEdit
Patch NotesEdit
- Soul Siphon: Edited the tooltip for this ability so it's more consistent with all other tooltips, and fixed an issue so the upgrade tooltip now states that it does less damage than the base ability.
- Shadow Cloak: This ability is no longer removed by the following ticking damage abilities.
- Agony
- Bat Swarm
- Caltrops
- Cripple
- Entropy
- Fire Rune
- Necrotic Orb
- Path of Darkness
- Soul Tether
- Trap Beast
- Volley
- Wall of Elements
- All elemental procs
- The Synergy of Soul Shred is now only available to lowest health ally, but is also more potent.
- Soul Tether: This ability now tethers up to 6 targets, damages all affected enemies, and heals the caster for 8 seconds.
- Soul Siphon: This ability no longer does damage. Instead, it grants the Major Vitality buff to up to six ally targets and heals those targets. This ability will also now properly increase the healing done when having a siphon ability slotted.
- Soul Shred: Increased the damage from the Soul Leech synergy from this ability and its morphs by 3%.
- Soul Siphon: This morph now heals and applies the Major Vitality buff to yourself as well as your allies.
- Soul Tether now displays an area effect telegraph.
- Fixed an issue where the Soul Leech synergy from this ability and its morphs could occasionally heal based on a different source of damage than itself.
- Soul Siphon:
- Increased the distance an ally can travel away from you before the heal tether snaps to 25 meters, up from 20 meters.
- Fixed an issue where Rank I of this ability had a 10 meter initial radius instead of a 15 meter initial radius.
- Soul Siphon: Increased the radius of the heal applied by this morph to 28 meters from 15 seconds.
- Increased the radius of this ability and the Soul Tether morph to 8 meters from 6 meters.
- Soul Tether (morph): Adjusted this morph to adhere to our DoT standards.
- Added a 1 second delay between the initial hit and the first DoT tick.
- Increased the damage by approximately 4% per tick to make up for loss of first tick. This will result in the same DPS/HPS, but with less burst.
- Fixed an issue where these abilities did not get stronger as they ranked up. The initial hit and DoT will both gain 1.1% damage per rank.
- Soul Tether (morph): Adjusted this morph to adhere to our DoT standards.
- Soul Tether (morph):
- This morph now also heals for half of the damage dealt upon the initial hit, in order to help increase the defensive nature of the skill when you successfully cast it.
- The synergy granted from this Ultimate and its morphs will now work for allies who are 10 meters or closer to the target, rather than 10m or further.
- Fixed an issue where the morphs of this Ultimate would fail to stack from multiple casters in some cases.
- Soul Siphon: Fixed an issue where the heal beam on allies was breaking sooner than intended. It will now snap at 30 meters, rather than 25 meters.
- Soul Siphon (morph): Fixed an issue where this Ultimate could aggro enemies, despite dealing no damage.
- Fixed an issue where this ability and its morphs could ignore line of sight in some cases.
- Fixed numerous issues where the damage or healing from these abilities could use the wrong stats to scale.