PoE Heist New Skills 3.12

Path of Exile 3.12 contains new Skills and Support Gems, revamps of Curses, Steel Skills, and some Spells.

Starting levels for the new skill gems in Heist

Level New Skill Tag Description
Level 1 Splitting Steel Splitting Steel Attack, Projectile, AoE, Physical Consume a Steel Shard to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Level 4, 16 Int Flame Wall Flame Wall Spell, AoE, Duration, Fire Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
Level 12, 33 Int Blazing Salvo Blazing Salvo Spell, AoE, Fire, Projectile Fires projectiles which fly in an arc, exploding on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.
Level 12, 14 Str, 21 Dex Shattering Steel Shattering Steel Attack, Projectile, AoE, Physical Swing an Axe or Sword, consuming Steel Shards to gain a Steel Ward that protects you for a duration, and fire projectiles which shatter on impact or soon after being launched, dealing area damage in front of where they shatter. Steel Shards are gained with the Call of Steel Skill.
Level 28, 29 Str, 42 Dex Lancing Steel Lancing Steel Attack, Projectile, Physical Thrust an Axe or Sword forward, consuming your Steel Shards to form a cluster of shards in front of you. The cluster will fire a number of projectiles in sequence, aiming at enemies in front of or close to it. Steel Shards are gained with the Call of Steel Skill.
Level 28, 67 Int Firestorm Firestorm Spell, AoE, Duration, Fire Flaming bolts rain down over the targeted area. They explode when landing, dealing damage to nearby enemies.
Level 28, 67 Int Glacial Cascade Glacial Cascade Spell, AoE, Cold, Physical Icicles emerge from the ground in a series of small bursts, each damaging enemies caught in the area and knocking them back in the direction of the next burst.
Level 28, 67 Int Crackling Lance Crackling Lance Spell, AoE, Lightning Release a beam which deals lightning damage to enemies in a long area in front of you, and has several smaller beams branch off from it at an angle, hitting more enemies to the sides.
Level 28, 67 Int Hexblast Hexblast Spell, AoE, Chaos, Hex Deals chaos damage to a single enemy, dealing more damage if they are Hexed, then removes the Hex with the highest Doom. If a Hex was removed this way, also deals area damage to other enemies around the target, boosting damage and removing Hexes from those enemies in the same way.
Level 31, 52 Int Impending Doom Support Impending Doom Support Support, Hex, Spell, AoE, Chaos Supports hex curse skills, causing them to trigger Doom Blast when the hex ends. Cannot support curse skills which are triggered or applied as an aura.
Level 31, 23 Dex, 33 Int Pinpoint Support Pinpoint Support Support, Projectile, Spell Supports projectile spells you cast yourself. Cannot support triggered skills, Vaal skills, instant skills, channelling skills, skills which reserve mana, or skills used by totems, traps, or mines. Cannot modify the skills of minions.
Level 31, 52 Int Elemental Penetration Support Elemental Penetration Support Support Supports any skill that hits enemies, making those hits penetrate enemy elemental resistances.
Level 34, 35 Dex, 50 Int Frost Shield Frost Shield Spell, AoE, Duration, Cold Place a Frost Shield that drains your energy shield for one second or until you run out, gaining stages while this drain occurs. The Frost Shield takes some damage from hits in place of you and allies while in its area. Enemies in the area are Chilled. You can only have one Frost Shield active at once.
Level 34, 79 Int Void Sphere Void Sphere Spell, AoE, Duration, Physical, Chaos Creates a Void Sphere which Hinders enemies in an area around it, with the debuff being stronger on enemies closer to the sphere. It also regularly releases pulses of area damage. The Void Sphere will consume the corpses of any enemies which die in its area. Can only have one Void Sphere at a time.
Level 34, 79 Int Sigil of Power Sigil of Power Spell, AoE, Duration, Lightning Places a Sigil on the ground, which grants a buff to you and allies in the area around it for a duration. The Sigil gains stages as you spend mana in its area, making the buff more powerful. You can only have one Sigil of Power at a time.

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Major New Skills

  • Added a new Intelligence Skill Gem – Blazing Salvo Blazing Salvo: Fires projectiles that impact around a targeted location. The impact areas can overlap, hitting a target multiple times. The further away you target, the wider the area across which these projectiles can land.
  • Added a new Intelligence Skill Gem – Void Sphere Void Sphere: Creates a sphere at the targeted location which deals physical and chaos damage at regular intervals, while pulling enemies towards the centre. Enemies at the centre of the sphere have less movement speed.
  • Added a new Intelligence Skill Gem – Crackling Lance Crackling Lance: Deals lightning damage to enemies in an area in front of the caster. Repeated casts intensify the damage dealt and narrow the range of enemies it hits.
  • Added a new Intelligence/Dexterity Skill Gem – Frost Shield Frost Shield: Creates a Frost Shield Frost Shield in an area which can consume Energy Shield over a short period, gaining stages which make it more powerful. This Shield absorbs a portion of incoming damage and increases your chance to deal critical strikes while you are within it.
  • Added a new Strength/Dexterity Skill Gem – Splitting Steel Splitting Steel: Consumes a Steel Shard to fire a single projectile that deals damage in an area when it splits on impact, or at the end of its flight.
  • Added a new Intelligence Skill Gem – Sigil of Power Sigil of Power: Creates an area which causes your skills to consume more mana but deal added lightning damage while you stand within it. Enemies within the area deal reduced damage. The Sigil grows more powerful based on mana spent while you are in it.
  • Added a new Intelligence Skill Gem – Flame Wall Flame Wall: Creates a wall of fire which deals burning damage to enemies within its area and applies a secondary debuff that burns for a short duration after they leave. Projectiles you fire through the wall deal added fire damage and apply this secondary debuff to enemies they hit.
  • Added a new Intelligence Skill Gem – Hex Blast: Deals chaos damage to a targeted enemy. If the enemy is hexed, it will remove the hex, dealing more damage based on the amount of doom on the removed hex, and dealing damage in an area around the enemy (also removing the hexes from enemies hit by the area and dealing more damage where applicable).
  • Added a new Intelligence Support Gem – Impending Doom Support Impending Doom Support: Causes supported Hex skills to trigger Doom Blast when they are removed or expire. Doom Blast deals chaos damage in an area based on the amount of Doom the Hex had when it was removed or expired. Cannot support Triggered or Aura hexes.
  • Added a new Intelligence/Dexterity Support Gem – Pinpoint Support Pinpoint Support: Supported projectile skills deal more damage and fire fewer projectiles per intensity. Repeatedly using the supported skill adds Intensity. Cannot support triggered, Vaal, instant, or channelling skills, skills which reserve mana, or skills used by traps, totems or mines.
  • The following skills have received visual updates: Lightning Strike Lightning Strike, Fire Storm, Ice Storm (from The Whispering Ice The Whispering Ice), Caustic Arrow Caustic Arrow, Smoke Mine Smoke Mine, Discharge Discharge and all Curses
  • Permanent minions such as Golems, Zombies and Animated Guardians are now saved when you log out, and are automatically resummoned when you log in.

1. Powerful Spells

PoE Heist is introducing four new skills which produce powerful, long-lasting effects that allow you to take control over an area. The interesting effects generated by each skill mean that they are a good fit alongside a wide variety of builds but also offer a particular benefit to spellcasters that need to stand still to spread damage.

1.1 Blazing Salvo

Blazing Salvo spell releases a volley of fiery mortars. Targeting enemies up close causes the mortars to land with overlapping impacts, while firing from further away causes the mortars to cover a large area.

Blazing Salvo

1.2 Void Sphere

Void Sphere creates a Void Sphere that pulses with physical and chaos damage, pulling in all non-unique enemies. The sphere slows enemies with increasing intensity the closer they are to it and sucks their corpses into the void.

Void Sphere

Void Sphere can be useful for controlling dangerous enemies, grouping a cluster of slower enemies together to inflict a concentrated damage burst and for triggering on-hit effects over a long period. 

1.3 Flame Wall

Flame Wall creates a wall of fire which deals burning damage to everything in its area. When you or your Allies fire projectiles through the wall, they’ll deal added fire damage and apply some of the wall’s burning effect to enemies.

Flame Wall

The skill can be deployed to boost the damage of any projectile skill without any additional supports, or can be supported with burning damage to specialise in its damage over time property. You can spread the burning effect yourself with any projectile skill, use projectile firing minions or have party members spread the effect.

1.4 Frost Shield

Frost Shield creates an icy dome on the ground at your location that protects the caster and their allies from enemies. When cast, it rapidly consumes your energy shield at a flat rate for one second and will grow in power and life based on how much energy shield is drained. The skill provides protection until it runs out of life.

Frost Shield Build

Frost Shield will protect you and your allies from a small portion of enemy damage if they're within the shield or a large portion of their damage if the enemies are outside the shield. All enemies close to or within the shield will also be chilled.

1.5 Sigil of Power

Sigil of Power creates a potent circle on the ground that grants additional lightning damage to you and allies standing within it, while also slightly increasing the cost of your skills. As you spend mana, the skill powers up in stages. Each stage grants more additional lightning damage. Once it’s fully powered up, it also causes enemies standing within the circle to deal less damage.

Sigil of Power

This skill offers a way to empower your abilities while facing a difficult boss, providing additional damage when you need it. Its defensive properties can be really beneficial when you're able to keep the boss within the Sigil or against bosses that remain in one place.

1.6 Crackling Lance

Crackling Lance shoots out a wide beam of lightning that has secondary areas of lightning that split off it, striking enemies in a wide spread. Crackling Lance comes with built in Intensity, so each cast builds in damage, while the secondary areas angle in, until all the lightning fires in a single wider beam.

Crackling Lance

The skill has powerful single target damage capacity when handcast, while having reliable area coverage when used with triggers, totems, traps or mines.

1.7 Intensify Support(Rework)

Intensity was introduced as a high-risk, high-reward mechanic for handcasting that lets you build up powerful concentrated damage while casting repeatedly, as long as you don't move and at the cost of area of effect.

To improve the mechanic, GGG lowers the base maximum Intensity from 4 to 3, while increasing all bonuses to compensate. This will make it faster to build up and lose intensity, while also putting more power on the passive tree notable that gives maximum Intensity.

1.8 Pinpoint Support

PoE 3.12 changed the Intensity mechanic to be one we can build into other skills and supports, like Crackling Lance and the new Pinpoint Support.

Pinpoint Support gives 3 additional projectiles, while each stack of Intensity will reduce the number of projectiles you fire by 1 while greatly increasing the skill’s damage. By increasing your maximum Intensity you could lose all projectiles, so this support works well with spells that can easily gain additional projectiles.

Pinpoint Support

1.9 Firestorm(Rework)

A classic Path of Exile spell, Firestorm has been reworked to give it more powerful visuals, more reliable area coverage and a greater reward for casting fewer, more powerful Firestorms. It is now a level 28 skill, increased from level 12. Firestorm now calls down a single, powerful meteor followed by a smaller ongoing storm of fire over a duration. It now has a limit on how many ongoing storms can be active at once, so you can call down as many meteors as you'd like but can't stack up the ongoing fire storms by extending their duration and triggering or casting the skill rapidly. This has allowed us to greatly increase the area of each impact and the overall damage per cast (and improves performance).

  • Now requires level 28 at gem level 1 (from 12). Please be aware that existing low level characters with Firestorm socketed may have that gear slot disabled until the Firestorm gem is removed.
  • Now has a mana cost of 13 at gem level 1, up to 25 at gem level 20.
  • Now has an added damage effectiveness of 50%.
  • Now deals 22 to 33 fire damage at gem level 1, up to 207 to 311 fire damage at gem level 20.
  • Now has a base duration of 1.4 seconds with one impact every 0.2 seconds.
  • The first impact now has 100% more area of effect and deals 150% more damage.

Firestorm Skill

1.10 Icestorm(Rework)

The Icestorm skill granted by The Whispering Ice has received a visual overhaul to modernise the skill, while also receiving some balance changes. It has a storm limit like Firestorm, though the limit is much higher than Firestorms so it works better with triggering and rapid cast mechanics. Its impact area of effect and damage has been increased, while the impact frequency has been lowered.

1.11 Discharge(Rework)

Discharge is another long standing Path of Exile skill that hasn't received much balance attention due to how dependent it has been on specific mechanics that can very rapidly generate charges, forcing the balance to be focused on a small handful of unique items that can generate huge numbers of charges as quickly as you can use the skill. To make the skill more accessible, Discharge’s base damage has been almost tripled and its area of effect now scales significantly with the number of charges consumed, but it has been given a short cooldown. This makes keeping up with charge generation much more manageable for a wider selection of builds. Its damage penalty when triggered has been replaced by a damage penalty to ailments, as it can now create a very devastating ignite.

  • Now has a larger base area of effect.
  • Now has an added damage effectiveness of 450%.
  • Now deals 56 to 203 base lightning damage per power charge removed at gem level 1, up to 394 to 1422 base lightning damage at gem level 20.
  • Now deals 99 to 148 base fire damage per endurance charge removed at gem level 1, up to 692 to 1037 base fire damage at gem level 20.
  • Now deals 81 to 121 base cold damage per frenzy charge removed at gem level 1, up to 566 to 849 base cold damage at gem level 20.
  • Now has 20% increased area of effect per charge consumed.
  • Now deals 30% less damage with Ailments.

1.12 Glacial Cascade(Rework)

Glacial Cascade now has additional mechanics that provide a unique playstyle that rewards clever positioning. The skill now has inherent knockback, a fixed cascade spread, and the final burst of the cascade deals significantly more damage in a larger area. Use the knockback from the cascade to push enemies away and into the large impact, and position the skill carefully on bosses to make the most of the damage overlap. The skill still deals significant damage with Traps and Mines, but can now take much more advantage of the deliberate positioning that totems and hand casting allows.

  • Now has a mana cost of 10 at gem level 1, up to 20 at gem level 20.
  • Now has a cast time of 0.6 seconds.
  • Now deals 21 to 32 physical damage at gem level 1, up to 207 to 311 physical damage at gem level 20.
  • Now converts 100% of physical damage to cold damage.
  • The final spike now deals 200% more damage.
  • Now knocks enemies back on hit.

Glacial Cascade Skill

The skill benefits greatly from increased area of effect, allowing for more overlap between bursts. We've also changed the skill to convert 100% of its physical damage to cold, so no enchantment or threshold jewel is required to fully convert the skill. We're replacing the Enchantment and disabling the Long Winter threshold jewel from dropping, to be re-introduced in a new form later.

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2. Sharpened Steel Skills

PoE Heist has revamped Steel Skills by introducing Shards, deadly blades fragments that hover near your character. The Call of Steel Skill is available whenever you have a Steel skill equipped. It bursts Shards from the ground, providing more ammunition for Steel projectiles, and causes existing Shards to explode out of impaled enemies. PoE 3.12 has also added one new Steel Skill and reworked both Shattering Steel Shattering Steel and Lancing Steel Lancing Steel.

Lancing Steel, Shattering Steel and Splitting Steel can now consume Steel Shards to cause bonus effects. Steel Shards are gained through the Call of Steel skill, which causes all nearby Impaled enemies to release their Impale spikes and deals damage around them. If there are no Impaled enemies nearby, Call of Steel will create Steel Shards over time. Every Steel skill grants Call of Steel as well. You can have up to 12 Steel Shards at a time.

2.1 Call of Steel

Call of Steel causes all impaled enemies in a large radius to release all of their spikes at once, dealing area damage as the shards burst out of them. These spikes become Steel Shards which can be used as various sources of ammunition for other Steel Skills. If there aren’t enough impaled enemies within range, this skill generates Steel Shards over a short time.

Call of Steel

2.2 Splitting Steel

Splitting Steel consumes a Steel Shard to fire a single impaling projectile that splits on impact and creates an explosion of damage. The split projectiles fly at nearby enemies and create smaller explosions on impact.

Splitting Steel

2.3 Shattering Steel(Rework)

Shattering Steel Shattering Steel has received some changes to make the skill more flexible at the cost of consuming two shards. Shattering Steel projectiles can no longer hit the same target multiple times, but instead deal much more damage up close when consuming shards. The skill now has four additional projectiles (from two) and projectile distance is now more reliably modified by projectile speed. Projectiles still explode in a cone area when they stop, and these areas can hit a target multiple times if you can get them to overlap.

  • Now has a base attack speed multiplier of 85%.
  • Now deals 100% of base damage at gem level 1, up to 127% at gem level 20.
  • Now has 8 to 12 added attack physical damage at gem level 1, up to 113 to 169 added attack physical damage at gem level 20.
  • Now has a 40% chance to impale enemies on hit.
  • Now fires 2 additional projectiles.
  • Projectiles now deal up to 100% more damage at close range, based on the distance they travel, per Steel Shard consumed.
  • Now grants 1 Steel Charge when you consume Steel Shards, granting +4% chance to block attack projectiles per steel charge. These have a base duration of 5 seconds.
  • Now consumes up to 2 Steel Shards.
  • Now fires only one projectile if no Steel Shards are consumed.

2.4 Lancing Steel(Rework)

Lancing Steel Lancing Steel has been completely reworked. Using the attack now consumes 4 shards, creating a whirling cluster of shards pointing forward. The cluster rapidly fires out its projectiles, aiming towards enemies in front at great range or enemies in any direction close to the cluster. The projectiles target enemies the cluster hasn't hit first, letting the cluster pick off weaker enemies before focusing on remaining targets. The projectiles deal more damage to targets that haven't yet been hit by each cluster of shards, to make the skill much more effective at taking out very large groups of enemies that are spread out.

  • Now has a base attack speed multiplier of 80%.
  • Now deals 63% of base damage at gem level 1, up to 85% at gem level 20.
  • Now fire 3 additional projectiles.
  • Now has a 20% chance to impale enemies on hit.
  • Subsequent hits from the same attack now deal 60% less damage.
  • Now consumes up to 4 Steel Shards, and fires 50% more projectiles per Steel Shard consumed.

 

Lancing Steel

3. Curses

PoE 3.12 has added a new Curse-related skill and a new Curse support gem. The new Doom mechanic causes a self-cast Curse to increase in intensity over time until it expires. This works well in conjunction with the Impending Doom support, which causes an explosion of chaos damage when a linked curse ends. Curses have also received a new look.

 

3.1 Changes to Curses

Curses are now divided into Hexes and Marks. Hex Spells apply curse debuffs to each enemy in an area, while Marks apply the curse debuff on a single target and cannot be applied to more than one target.

Heist Curses

Hexes are Flammability, Frostbite, Conductivity, Elemental Weakness, Vulnerability, Despair, Temporal Chains, Enfeeble and Punishment.

Marks are Warlord’s Mark, Poacher’s Mark, Assassin’s Mark and Sniper’s Mark (which is the reworked Projectile Weakness). All Mark Curses have been rebalanced to be more suitable for a single target. In addition, the curse penalty that is found on many bosses in the endgame no longer applies to Marks and only applies to Hexes, allowing Marks to apply to these bosses at their full power.

Additions to the number of curses you can inflict on enemies apply cumulatively to both Hexes and Marks, but do not modify the number of enemies you can have Marked at any given time. Thus, you can have an enemy that is affected by both a Mark and a Hex, but you can't Mark an enemy with two Marks, nor can you Mark two different enemies.

Items and enemies which previously reflected Curses will now only reflect Hexes.

3.2 Impending Doom Support and Doom Blast

Impending Doom Support triggers Doom Blast when the Supported Hex on an enemy expires, causing an explosion of Chaos damage based on the level of Doom that has accumulated while the Hex was active.

Impending Doom Support Skill

There are a number of ways to cause the explosion to occur. At the most basic level, you can simply kill a monster with the supported hex. However, there are many other ways you can cause a hex to expire

3.3 Hexblast

Hexblast calls down a beam of chaos damage on the target. It is a new skill gem in PoE Heist 3.12. If the target is cursed with a hex, it consumes that hex and causes a shockwave around that enemy. Similar to Impending Doom, the more Doom the supported hex built up, the greater damage the skill deals.

Hexblast Build

3.4 Punishment(Rework)

PoE Heist has reworked the Punishment Punishment Skill so that it now causes enemies to take increased damage while they are on low life and explode with overkill damage when they die.

Punishment Skill

  • No longer causes cursed enemies to grant more melee physical damage on melee hit.
  • No longer causes cursed enemies to grant increased attack speed on melee hit.
  • No longer causes enemies to have -20% to physical damage reduction.
  • Now causes cursed enemies to take 50% increased damage while on Low Life at gem level 1, up to 88% increased damage at gem level 20.
  • Now causes cursed enemies you hit to be Debilitated for 2 seconds.
  • Now causes 10% of Overkill damage from killing blows against cursed enemies to be reflected to other enemies as physical damage.
  • Now gains 1% increased effect of curse per 2% gem quality (previously caused cursed enemies to grant 1% increased attack speed on melee hit per 4% gem quality).

3.5 Assassin's Mark(Rework)

Enemies afflicted with Assassin's Mark will always grant a power charge and significant amount of life and mana when slain.
  • No longer causes cursed enemies to take increased extra damage from critical strikes.
  • Cursed enemies now have a 100% chance to grant a power charge when slain.
  • Hits against cursed enemies now have +1.5% to critical strike chance at all gem levels.
  • Hits against cursed enemies now have +30% to critical strike multiplier at gem level 1, up to +49% at gem level 20.
  • Cursed enemies now grant 65 life when killed at gem level 1, up to 600 at gem level 20.
  • Cursed enemies now grant 25 mana when killed at gem level 1, up to 80 at gem level 20.
  • Now causes cursed enemies to have a 1% chance to grant a power charge when hit per 4% gem quality (from 1% chance to grant a power charge when slain per 2% gem quality).

3.6 Poacher's Mark(Rework)

Enemies afflicted with Poacher's Mark will always grant a frenzy charge when slain, and are more susceptible to physical damage. They always grant a small amount of life and mana when hit.
  • No longer causes cursed enemies to grant increased flask charges.
  • No longer causes cursed enemies to have less evasion.
  • Cursed enemies now have a 100% chance to grant a frenzy charge when slain.
  • Cursed enemies now grant 15 life when hit by attacks at gem level 1, up to 50 at gem level 20.
  • Cursed enemies now grant 8 mana when hit by attacks at gem level 1, up to 25 at gem level 20.
  • Now adds 6 to 9 physical damage to hits against cursed enemies at gem level 1, up to 30 to 45 at gem level 20.
  • Cursed enemies now have -20% to physical damage reduction at all gem levels.
  • Now causes cursed enemies to have a 1% chance to grant a frenzy charge when hit per 4% gem quality (from 1% chance to grant a frenzy charge when slain per 2% gem quality).

3.7 Sniper's Mark(Rework) - Previously named Projectile Weakness

Enemies afflicted by Sniper's Mark grant charges to Life and Mana flasks when hit, and cause projectiles that hit them to split towards other enemies.
  • No longer causes projectiles to pierce or knock back cursed enemies.
  • Cursed enemies now take 16% increased damage from projectile hits at gem level 1, up to 35% at gem level 20.
  • Cursed enemies now grant a Life Flask charge and a Mana Flask charge when you hit them, no more than once every 0.5 seconds at all gem levels. Note that this only applies to hits from the source of the mark (and not, for example, your minions).
  • Projectiles which hit cursed enemies now split towards 3 additional targets at gem level 1, up to 4 additional targets at gem level 20.
  • Cursed enemies now take 1% increased damage from projectile hits per 4% gem quality (from 1% increased damage from projectile hits per 2% gem quality).

3.8 Warlord's Mark(Rework)

Enemies afflicted by Warlord's Mark will always grant an Endurance Charge when slain, and grant rage when stunned. They also allow attacks to leech life and mana from them.
  • No longer causes cursed enemies to have reduced Stun and Block Recovery.
  • No longer causes cursed enemies to have a chance to be stunned.
  • Hits against cursed enemies now have a 40% chance to double Stun Duration at gem level 1, up to 59% at gem level 20.
  • Cursed enemies now grant 5 rage over 1 second when they are stunned.
  • Cursed enemies now grant 2% Life and Mana Leech when hit by attacks.
  • Now causes cursed enemies to have a 1% chance to grant an endurance charge when hit per 4% gem quality (from 1% chance to grant an endurance charge when slain per 2% gem quality).

We hope you enjoy these new skills as you make your way through the perils of Heist!

4. Specific Skills Reworks

4.1 Ball Lightning

  • Now has a base radius of 18 (from 22).
  • Now deals 3 to 48 lightning damage at gem level 1 (from 3 to 57), up to 22 to 426 lightning damage at gem level 20 (from 28 to 533).

4.2 Clarity

  • Now requires 25% less Intelligence at all gem levels.

4.3 Conductivity

  • Curses applied by casting this spell now gain 10 Doom per second.
  • Now causes Hexed enemies to have 25% chance to be Shocked at all gem levels (from 10% at gem level 1, up to 14% at gem level 20).

4.4 Despair

  • Curses applied by casting this spell now gain 10 Doom per second.

4.5 Elemental Weakness

  • Curses applied by casting this spell now gain 10 Doom per second.

4.6 Enduring Cry

  • No longer grants a minimum of one Endurance Charge.
  • Now has a cooldown of 8 seconds at all gem levels (from 6 seconds).

4.7 Enfeeble

  • No longer causes cursed enemies to have reduced critical strike chance or critical strike multiplier.
  • Curses applied by casting this spell now gain 10 Doom per second.
  • Now gains additional radius as the gem levels, up to +10 at gem level 20 (from +7).
  • Now gains 1% increased effect of curse per 2% gem quality (previously granted 1% reduced accuracy rating per 5% gem quality and 1% reduced critical strike chance per 2% gem quality).

4.8 Flammability

  • Curses applied by casting this spell now gain 10 Doom per second.
  • Now causes Hexed enemies to have 25% chance to be Ignited at all gem levels (from 10% at gem level 1, up to 14% at gem level 20).

4.9 Frostbite

  • Curses applied by casting this spell now gain 10 Doom per second.
  • Now causes Hexed enemies to have 25% chance to be Frozen at all gem levels (from 10% at gem level 1, up to 14% at gem level 20).

4.10 Phase Run

  • No longer grants reduced visibility to enemies.
  • Now grants 100% increased stealth at all gem levels.

4.11 Precision

  • No longer has a Strength requirement.
  • Now requires 22 Dexterity at gem level 1, up to 119 Dexterity at gem level 20.

4.12 Temporal Chains

  • Curses applied by casting this spell now gain 10 Doom per second.
  • Now gains additional radius as the gem levels, up to +10 at gem level 20 (from +7).
  • Now gains 1% increased effect of Curse per 2% gem quality (previously caused normal and magic enemies to have 1% less action speed per 2% gem quality).

4.13 Vulnerability

  • No longer causes attack hits to have a chance to Maim cursed enemies.
  • No longer causes cursed enemies to take increased physical damage from damage over time.
  • Curses applied by casting this spell now gain 10 Doom per second.
  • Now causes ailments inflicted on cursed enemies to deal damage 20% faster.

5. Heist Balance Manifesto

5.1 Ascendancies

We've lowered the Offering Effect on the Necromancer’s Mistress of Sacrifice and on the Ascendant back to its past value of 50%. We've also lowered the critical strike chance and multiplier on the Assassin's Deadly Infusion, and the Critical Strike Multiplier on the Assassin's small passives. These two passives were making these classes too generically powerful for too many builds.

5.2 Glancing Blows

We've changed Glancing Blows to cause more damage to pass through your block. You now take 65% of damage from blocked hits. The keystone combined with effects that recover life or energy shield on block were providing too much survivability for too little investment.

5.3 Divine Flesh

The Divine Flesh keystone provided an extremely strong defensive layer against elemental and chaos damage, provided you could get enough chaos resistance. We’ve lowered the amount of maximum chaos resistance the Keystone gives to +5%, making investment into maximum chaos resistance more necessary to get the same defensive outcome.

5.4 Enduring Cry

This warcry combined with the Call to Arms keystone gave convenient defence with little or no player interaction. We're increasing Enduring Cry's cooldown to 8 seconds and requiring at least one enemy to be in range to generate endurance charges in order to increase the importance of positioning and timing during gameplay.

5.5 Ball Lightning

Ball Lightning combined with Slower Projectiles outclassed the damage of other spells, so has had its damage and area lowered slightly.

5.6 Spellslinger

Triggering spells with Spellslinger was faster and more convenient than other methods of casting spells while leveling. It now has a longer cooldown but gains more cooldown recovery as it levels making it more rewarding to reach higher gem levels. The skill now starts with a reservation override of 30%, scaling down to 25% at gem level 20.

5.7 Redemption Sentry Spectre

This monster variety had superior damage scaling and clear speed compared to most other Spectres, so has had its damage and life lowered.

5.8 Cluster Jewels

We've made a few numeric tweaks to specific cluster jewel notables that provided a little too much power. This time we're only lowering values on Precise Commander, Vicious Bite and Vengeful Commander but may make further changes in the future.

5.9 Vitality, Precision and Clarity

Vitality has always had a value that seemed low compared to the power of other auras with similar mana reservations, which meant it has seen little use outside of enabling powerful Vitality specific Watcher's Eye modifiers. We’ve changed the skill to have a flat mana reservation and grant flat life regeneration instead of percent life regeneration. It is now available at level 10. Their attribute requirements are now consistent, only requiring their primary attribute and at 75% the value of standard attribute requirements for skills.

Various powerful Watcher's Eye modifiers for the auras that reserve a flat amount of mana (Vitality, Precision, Clarity) have had their values lowered to match the low investment required to use these auras. At the same time, we've changed a small number of other specific Watcher's Eye modifiers that were providing large values of recovery rate.

5.10 Vaal Impurity Skills

These skills have been changed to grant maximum elemental resistances instead of less damage taken. This is mostly to prevent clever use of game mechanics with Standard items that could completely prevent taking certain types of damage.

5.11 Ailment Effect

We've changed some ailment modifying stats like Chill Effect, Shock Effect, Chill Duration and Freeze Duration to instead apply to all Cold and Lightning Ailments.This will allow them to affect the alternate elemental ailments, Sap and Brittle. This affects some unique items, passives and other item modifiers.

5.12 Projectile behaviour ordering

We've changed the order that projectiles will perform special behaviours so that Splitting now occurs first, followed by Piercing, Forking, Chaining then Returning. For specific mechanics that had chances to occur or not occur, you'll now be able to fall back on another behaviour the projectile has. Previously if a projectile had a chain remaining, the skill couldn't return until it had chained the last time even if there were no enemies in range to chain to. Now the projectile will return, and could still make use of the remaining chain if it hits an enemy during that return.

5.13 Reduced Visibility and Stealth

Sources of Reduced Visibility have now been changed to Stealth. Previously reaching 100% reduced visibility would make you unable to be detected by any enemy, while now 100% Stealth will halve the range that monsters detect you at, while 200% stealth will reduce it to one third of their standard range. Values of Stealth have been adjusted to compensate for this.

5.14 Changes to Mods which Provide Flat Life Regeneration

Flat life regeneration mods provide a substantial amount of defensive power at low levels, but their values are notoriously low for endgame play. The values of many mods which provide flat life regeneration have been increased by as much as 100%, making these mods more competitive with percentage-based life regeneration at higher levels. Life regeneration mods also roll slightly less commonly on items.

5.15 Changes to the Mod Tag System

During Harvest, we added the ability to view the tags of mods on an item by holding ALT with advanced mod descriptions enabled. However, further changes to the mod tagging system were required in order to support displaying tags in the long term.

We have standardised existing systems that use mod tags to use the same set of tags, applied a simpler and more consistent philosophy to categorising which mods should receive a tag and we've also made a few changes to fossils. The primary goal of these changes is to make the effects of crafting functions that rely on mod tags more clear and predictable.

From 3.12.0 onwards the tags displayed when holding alt (which were previously used for fossil and Harvest crafting) will also be used by catalysts, the “Cannot roll Attack Mods” and “Cannot roll Caster Mods” meta-crafts. The new enchantments available in Heist will also use these tags, as will all future uses of the mod tag system. Mod tags will also be displayed on unique item mods.

New tags have been added to support this merger. These are:
  • Ailment
  • Attribute
  • Curse
  • Damage
  • Gem
  • Resistance

The changes made to systems which use mod tags are as follows:

  • Turbulent Catalysts will affect mods with both the Elemental and Damage tags. Other Catalysts will use these new tags or existing tags normally.
  • Corroded Fossils and Prismatic Fossils now affect mods with both the Physical and Ailment or Chaos and Ailment tags rather than the Bleeding and Poison tags. The Bleeding and Poison tags are no longer used.
  • Faceted Fossils now use the new Gem tag (which has been applied to all mods that directly affect gems), and the Gem Level tag is no longer used. This opens up new uses for Faceted Fossils while minimally impacting their existing functions.
  • Bound Fossils now also increase the likelihood of rolling Curse mods in order to expand their range of uses.
  • Prismatic Fossils no longer separately affect the weightings of Fire, Cold and Lightning mods, as these mods are now always also tagged as Elemental. The same is true for Jagged Fossils and Bleeding mods, and Aberrant Fossils and Poison mods. These aren’t functional changes, but provide greater clarity as Fossils no longer have effects that aren’t explicitly described.
  • The “Cannot roll Attack Mods” and “Cannot roll Caster Mods” meta-crafts now simply use the Attack and Caster tags.

Finally, the rationale used to tag mods has been simplified and all existing mod tags reviewed for consistency, in order to allow players to reasonably infer what tags a mod may have even without viewing them directly. In summary, tags are now only added to mods which specifically and directly affect the subject of the tag. Some of the main implications of this include:

  • Conditional mods do not receive tags based on the condition. For example, a mod that grants damage while on full life does not receive the Life tag, and a mod that grants attack speed if you have dealt a critical strike recently does not receive the Critical tag. A mod that grants a power charge on critical strike would receive the Critical tag, since that is directly modifying the effect of the critical strike.
  • Any tag that is necessarily a subset of another tag receives both tags. Currently this just means that all Fire, Cold and Lightning mods are now also Elemental mods. This isn’t a functional change to Prismatic Fossils — as mentioned above, they used to also apply to Fire, Cold and Lightning modifiers without explicitly describing this. A related concept is that all bleed-related mods now receive the Attack tag as well as the Physical and Ailment tags, since bleed can only be applied by attacks.
  • Mods granting skills or keyworded buffs do not grant tags matching the stats of those skills or buffs. Previously it was very inconsistent whether these tags were granted, but a more minimalist approach was chosen in order to prevent many mods which grant buffs from requiring enormous numbers of tags. Mods granting notable or keystone passives do grant tags matching the stats of those passive skills — while this is inconsistent with our approach to buffs and skills, it was judged necessary for the sake of cluster jewels.

Related PoE Currency, Gem, Skills Build Guide