Cast on Ignite: Difference between revisions

From Path of Exile 2 Wiki
Jump to navigation Jump to search
No edit summary
Line 19: Line 19:
|cast_time                              = 0
|cast_time                              = 0


|stat_text                              =  
|stat_text                              = Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal<br>(0–57)% increased Energy gained<br>Triggers all Socketed Spells and loses all Energy on reaching maximum Energy


|level1                                  = True
|level1                                  = True
Line 111: Line 111:
}}
}}


'''Cast on Ignite''' is a [[persistent]] [[buff]] [[skill]].
'''Cast on Ignite''' is a [[persistent]] [[buff]] [[Meta]] [[skill]]. The gem gains [[Energy]] whenever the user [[ignite]]s an enemy. Upon reaching maximum energy, the energy is consumed to [[trigger]]s the socketed [[spell]]s.


==Skill functions and interactions==
==Skill functions and interactions==

Revision as of 17:09, 2 May 2025

Cast on IgniteBuff, Persistent, Trigger, Fire, Meta
Tier: 8
Level: (1-20)
Reservation: 60 Spirit
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal
(0–57)% increased Energy gained
Triggers all Socketed Spells and loses all Energy on reaching maximum Energy
Place one or more Skill Gems into this Meta Gem's sockets in the Skills Panel. The socketed Skills will be incorporated into the Meta Gem's effect.
Acquisition
Drop restricted
It can be obtained by engraving an Uncut Spirit Gem.
Metadata
Item class: Meta Skill Gem
Metadata ID: Metadata/Items/Gems/SkillGemCastOnIgnite

Cast on Ignite is a persistent buff Meta skill. The gem gains Energy whenever the user ignites an enemy. Upon reaching maximum energy, the energy is consumed to triggers the socketed spells.

Skill functions and interactions

Gem level progression

LevelRequired Level
10
23
36
410
514
618
722
826
931
1036
1141
1246
1352
1458
1564
1666
1772
1878
1984
2090

Recommended support gems

The following support gems are recommendations by GGG as listed in-game, and do not necessarily reflect optimal combinations or the views of the wiki.

Gem
tier
Support gems
I Coming Soon Coming Soon
II Coming Soon Module Error: No results found for item using search term "item_name = Impetus"
III Energy RetentionEnergy RetentionSupport, Trigger
Category: Energy Retention
Tier: 3
Cost & Reservation Multiplier: 110%
Support Requirements: +5 IntSupports Meta Skills. Supported Skills gain a chance to partially Refund a portion of Energy cost when Triggering or Invoking other Skills.Skills Triggered by Supported Meta Skills
have 35% chance to refund half of their Energy cost
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.
FlukeFlukeSupport, Trigger
Category: Fluke
Tier: 3
Cost & Reservation Multiplier: 120%
Support Requirements: +5 IntSupports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.Skills Triggered by Supported Skills deal between 40% less and 60% more Damage
Skills Triggered by Supported Skills recover between 0% and 20% of cost on use
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.
IV
V

Item acquisition

Cast on Ignite is drop disabled.

Alternate skill effects

Cast on Ignite has the following alternate skill effects:

ItemDescription

Version history

Version Changes
0.1.0d
  • Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing.
    • In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting.
    • Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite.
    • We have also rebalanced all energy gain across the board.
0.1.0
  • Introduced to the game.