Cast on CriticalBuff, Persistent, Trigger, Meta Tier: 14 Level: (1-20) Reservation: 100 SpiritWhile active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.Gains 1 Energy per Power of enemies you Critically Hit with Skills, modified by the percentage of the enemy's Ailment Threshold the Critical Hit will deal (0–57)% increased Energy gained Triggers all Socketed Spells and loses all Energy on reaching maximum EnergyPlace 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/SkillGemCastOnCritical
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
Clarity IClarity ISupport, Buff, Persistent Category: Clarity Tier: 1 Additional Reservation: 10 SpiritSupport Requirements: +5 IntSupports PersistentBuff Skills, causing you to gain increased Mana Regeneration while the Skill is active.30% Increased Mana Regeneration Rate while a Supported Skill is activePlace 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.
Vitality IVitality ISupport, Buff, Persistent Category: Vitality Tier: 1 Additional Reservation: 20 SpiritSupport Requirements: +5 StrSupports PersistentBuff Skills, causing you to gain Life Regeneration while the Skill is active.Regenerate 1% of maximum Life per second while a Supported Skill is activePlace 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.
II
Boundless Energy IBoundless Energy ISupport Category: Boundless Energy Tier: 2 Cost & Reservation Multiplier: 115%Support Requirements: +5 IntSupports Meta Skills. Supported Skills generate Energy significantly faster.Supported Skills gain 35% increased EnergyPlace 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.
Mysticism IMysticism ISupport, Buff, Persistent Category: Mysticism Tier: 2 Additional Reservation: 15 SpiritSupport Requirements: +5 IntSupports PersistentBuff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.Deal 30% increased Spell Damage while on full Energy Shield while a Supported Skill is activePlace 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.
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 costPlace 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 usePlace 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
Boundless Energy IIBoundless Energy IISupport Category: Boundless Energy Tier: 4 Cost & Reservation Multiplier: 115%Support Requirements: +5 IntSupports Meta Skills. Supported Skills generate Energy significantly faster.Supported Skills gain 45% increased EnergyPlace 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.
Mysticism IIMysticism IISupport, Buff, Persistent Category: Mysticism Tier: 4 Additional Reservation: 30 SpiritSupport Requirements: +5 IntSupports PersistentBuff Skills, causing you to deal increased Spell Damage while on full Energy Shield while the Supported Skill is active.Deal 40% increased Spell Damage while on full Energy Shield while a Supported Skill is activePlace 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.
V
Item acquisition
Cast on Critical has restrictions on where or how it can drop.
(Hotfix 1) Cast on Critical Strike now also cares about the Damage of the hit when determining how much energy to gain to prevent the use of high-crit low level skills, this should mean using lower hit frequency skills that hit harder are also now much stronger for this.
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.