Impale Masteries -- Path of Exile

PoE Impale Masteries Changes 3.21

NameDescription
Impale Masteries
  • (New) 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
  • Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction
  • Call of Steel deals Reflected Damage with 40% increased Area of Effect, Call of Steel has 40% increased Use Speed
  • Call of Steel has +4 to maximum Steel Shards, Call of Steel causes 10% increased Reflected Damage
  • 20% increased Effect of Impales you inflict on non-Impaled Enemies
  • (New) 20% chance on Hit to remove all Impales from Enemy, Impales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left

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Related

NameDescription
Accuracy Masteries
  • 40% increased Accuracy Rating against Unique Enemies
  • (New) Gain Accuracy Rating equal to your Intelligence
  • Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
  • (New) Minion's Accuracy Rating is equal to yours
  • (New) 50% increased Accuracy Rating at Close Range
  • (New) +500 to Accuracy Rating, -2 to Accuracy per Level
Armour Masteries
  • (New) +1 Armour per 2 Strength
  • You take 30% reduced Extra Damage from Critical Strikes
  • 20% chance to Defend with 200% of Armour
  • (New) +1% to all maximum Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
  • (New) 20% increased Armour per second you've been stationary, up to a maximum of 100%
  • (New) 100% increased Armour from Equipped Boots and Gloves
Armour and Energy Shield Masteries
  • (New) 2% chance per 5% missing Energy Shield to Defend with 150% of Armour
  • (New) Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
  • (New) 10% of Armour also applies to Chaos Damage taken from Hits
  • Increases and Reductions to Armour also apply to Energy Shield Recharge Rate at 20% of their value
  • (New) 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Gloves, Helmet and Boots all have Armour and Energy Shield
  • (New) 10% of Physical Damage from Hits taken as Chaos Damage
Armour and Evasion Masteries
  • (New) Defend with 120% of Armour against Projectile Attacks, 5% more chance to Evade Melee Attacks
  • 8% increased Armour per Endurance Charge, 8% increased Evasion Rating per Frenzy Charge
  • (New) 80% increased Stun and Block Recovery
  • (New) Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second
  • (New) 40% increased Evasion Rating if you have been Hit Recently, 40% increased Armour if you haven't been Hit Recently
  • (New) Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour, Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Attack Masteries
  • +3 to Melee Strike Range
  • (New) Non-Vaal Strike Skills target 1 additional nearby Enemy
  • (New) Remove Damaging Ailments when you Change Stance, Stance Skills have +6 seconds to Cooldown
  • (New) Monsters cannot Block your Attacks
  • (New) 5% increased Attack Speed per Enemy in Close Range
  • (New) Nearby Enemies are Intimidated while you have Rage
Caster Masteries
  • Final Repeat of Spells has 30% increased Area of Effect
  • (New) 25% more Spell Damage if you've been Stunned while Casting Recently
  • (New) 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
  • Spells which can gain Intensity have +1 to maximum Intensity
  • Skills supported by Unleash have +1 to maximum number of Seals
  • (New) 25% chance to open nearby Chests when you Cast a Spell
Chaos Masteries
  • (New) Recover 1% of Life per Withered Debuff on each Enemy you Kill
  • +1 to Level of all Chaos Skill Gems, Lose 10% of Life and Energy Shield when you use a Chaos Skill
  • (New) +1% to maximum Chaos Resistance
  • 40% of Physical Damage Converted to Chaos Damage
  • (New) Deal 10% more Chaos Damage to enemies which have Energy Shield
  • (New) 5% chance when you inflict Withered to inflict up to 15 Withered Debuffs instead
Claw Masteries
  • (New) Gain 25 Life per Enemy Hit with Main Hand Claw Attacks, Gain 25 Mana per Enemy Hit with Off Hand Claw Attacks
  • (New) Inherent Attack Speed bonus from Dual Wielding is doubled while wielding two Claws
  • (New) 60% increased Damage with Claws against Enemies that are on Low Life
  • (New) 10% of Leech is Instant per Equipped Claw
  • (New) 50% increased Stealth if you've Hit with a Claw Recently
  • Skills Supported by Nightblade have 40% increased Effect of Elusive
Cold Masteries
  • 40% of Physical Damage Converted to Cold Damage
  • (New) 10% Chance to Inflict Cold Exposure on Hit with Cold Damage
  • (New) Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds
  • (New) +1% to maximum Cold Resistance
  • (New) Chills from your Hits always reduce Action Speed by at least 10%
  • (New) Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum 50%
Dagger Masteries
  • +100% to Critical Strike Multiplier against Enemies that are on Full Life
  • Critical Strikes have Culling Strike
  • +10% chance to Suppress Spell Damage for each Dagger you're Wielding
  • 8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons
  • (New) 50% increased Projectile Speed while wielding a Dagger
  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
Elemental Masteries
  • Exposure you inflict applies at least -18% to the affected Resistance
  • 60% reduced Reflected Elemental Damage taken
  • (New) 50% reduced effect of Exposure on you
  • (New) Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
  • (New) Critical Strikes against you do not inherently inflict Elemental Ailments
  • (New) 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element
Energy Shield Masteries
  • 30% increased Light Radius, Light Radius is based on Energy Shield instead of Life
  • (New) 10% less Physical Damage Taken while on Full Energy Shield
  • Stun Threshold is based on 60% of your Energy Shield instead of Life (previously 50%)
  • Regenerate 2% of Energy Shield per second
  • (New) 30% of Chaos Damage taken does not bypass Energy Shield
  • (New) 100% increased Energy Shield from Equipped Helmet
Evasion Masteries
  • Cannot be Stunned if you haven't been Hit Recently
  • 40% increased Evasion Rating if you have been Hit Recently
  • 10% increased Movement Speed if you haven't taken Damage Recently
  • 30% chance to Avoid being Poisoned, 30% chance to Avoid Bleeding, 30% chance to Avoid being Impaled
  • (New) +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
  • 100% increased Evasion Rating from Equipped Body Armour
Evasion and Energy Shield Masteries
  • 30% increased Evasion Rating while you have Energy Shield
  • 20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
  • (New) 20% increased Maximum Energy Shield if both Equipped Rings have Evasion Modifiers, 40% increased Energy Shield Recharge Rate if Equipped Amulet has an Evasion Modifier
  • (New) 100% increased Evasion Rating if Energy Shield Recharge has started in the past 2 seconds
  • (New) 1% increased Evasion Rating per 5 Intelligence, Dexterity provides no inherent bonus to Evasion Rating
  • (New) Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second
Fire Masteries
  • Fire Exposure you inflict applies an extra -5% to Fire Resistance
  • 40% of Physical Damage Converted to Fire Damage
  • (New) Burning Enemies you kill have a 3% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
  • (New) 50% chance to refresh Ignite Duration on Critical Strike
  • (New) Regenerates 1 Life per second for each 1% Uncapped Fire Resistance
  • (New) Critical Strikes do not inherently Ignite, 100% increased Damage with Hits against Ignited Enemies
Flask Masteries
  • Life Flasks gain 1 Charge every 3 seconds, Mana Flasks gain 1 Charge every 3 seconds
  • Remove a random Elemental Ailment when you use a Mana Flask
  • Remove a random Non-Elemental Ailment when you use a Life Flask
  • (New) 25% chance to gain a Flask Charge when you deal a Critical Strike
  • (New) Enemies you Kill that are affected by Elemental Ailments grant 100% increased Flask Charges
  • (New) Recover 4% of Life when you use a Flask
Fortify Masteries
  • (New) Recover 100 Life for each Fortification lost
  • (New) Gain 20 Fortification on Melee Kill against a Rare or Unique Enemy
  • (New) 2% reduced Duration of Ailments inflicted on you per Fortification
  • (New) 4% increased Stun and Block Recovery per Fortification
  • Melee Hits Fortify, -3 to maximum Fortification
  • 10% reduced Damage over Time Taken while you have at least 20 Fortification
Impale Masteries
  • (New) 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
  • Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction
  • Call of Steel deals Reflected Damage with 40% increased Area of Effect, Call of Steel has 40% increased Use Speed
  • Call of Steel has +4 to maximum Steel Shards, Call of Steel causes 10% increased Reflected Damage
  • 20% increased Effect of Impales you inflict on non-Impaled Enemies
  • (New) 20% chance on Hit to remove all Impales from Enemy, Impales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left
Leech Masteries
  • (New) 10% of Leech is Instant
  • (New) 40% increased Armour and Evasion Rating while Leeching
  • (New) 25% more Damage with Hits against Enemies that cannot have Life Leeched from them
  • (New) 25% of Damage taken Recouped as Life if Leech was removed by Filling Unreserved Life Recently
  • 100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
  • (New) 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech
Lightning Masteries
  • 40% of Physical Damage Converted to Lightning Damage
  • (New) 60% increased Critical Strike Chance against enemies with Lightning Exposure
  • +15% to Maximum Effect of Shock
  • Shocks you inflict spread to other Enemies within a Radius of 10
  • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
  • (New) Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky
Life Masteries
  • (New) 10% more Maximum Life if you have at least 6 Life Masteries allocated
  • (New) 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
  • +50 to maximum Life
  • (New) You count as on Low Life while at 55% of maximum Life or below
  • (New) You count as on Full Life while at 90% of maximum Life or above
  • (New) Skills cost Life instead of 30% of Mana Cost
Link Masteries
  • Elemental Ailments are inflicted on you instead of Linked targets
  • Enemies near your Linked targets have Fire, Cold and Lightning Exposure
  • (New) Links take twice as long to break
  • (New) Link Skills Link to 1 additional random target
  • (New) Linked targets share Endurance, Frenzy and Power Charges with you
  • (New) Your Movement Speed is equal to the highest Movement Speed among Linked Players
Mana Masteries
  • (New) Regenerate 5 Mana per second
  • Recover 10% of Mana over 1 second when you use a Guard Skill
  • 10% of Damage taken Recouped as Mana
  • 10% reduced Mana Cost of Skills
  • 10% chance to recover 10% of Mana when you use a skill
  • (New) 12% increased Mana Reservation Efficiency of Skills
Mine Masteries
  • Each Mine applies 2% increased Damage taken to Enemies near it, up to 10%
  • Each Mins applies 2% reduced Damage dealt to Enemies near it, up to 10%
  • 30% increased Effect of Auras from Mines
  • (New) You gain 5% increased Area of Effect for each Mine
  • Mines cannot be Damaged
  • Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently
Mark Masteries
  • (New) Marked Enemy cannot Regenerate Life
  • Enemies near your Marked Enemy are Blinded
  • 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
  • (New) Marked Enemy cannot deal Critical Strikes
  • (New) Your Mark Transfers to another Enemy when Marked Enemy dies
  • (New) 50% increased Accuracy Rating against Marked Enemy
Physical Masteries
  • 60% reduced Reflected Physical Damage taken
  • (New) 10% more Maximum Physical Attack Damage
  • (New) Cannot be Stunned by Hits that deal only Physical Damage
  • (New) Hits have 40% chance to ignore Enemy Monster Physical Damage Reduction
  • 40% increased Physical Damage with Skills that Cost Life
  • (New) +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy
Poison Masteries
  • Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
  • Poisons you inflict deal Damage 20% faster
  • +12% to Damage over Time Multiplier for Poison you inflict on Bleeding enemies
  • (New) Enemies Poisoned by you cannot deal Critical Strikes
  • Recover 3% of Life on Killing a Poisoned Enemy
  • Plague Bearer has 20% increased Maximum Plague Value
Protection Masteries
  • (New) 65% reduced effect of Withered on you
  • (New) Your Elemental Resistances cannot be lowered by Curses
  • Corrupted Blood cannot be inflicted on you
  • You cannot be Maimed, You cannot be Hindered
  • You cannot be Impaled
  • (New) Damaging Ailments cannot be inflicted on you while you already have one, Non-Damaging Ailments cannot be inflicted on you while you already have one
Recovery Masteries
  • 3% chance to Recover all Life when you Kill an Enemy
  • Life Recoup Effects instead occur over 3 seconds
  • Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life
  • Nearby Enemies have 50% reduced Life Regeneration Rate
  • Life Recovery from Regeneration is not applied, Every 4 seconds, Recover 1 Life for every 0.1 Life Recovery per second from Regeneration
  • Regenerate 50 Life per second
Reservation Masteries
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
  • (New) +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
  • 20% increased Life Reservation Efficiency of Skills
  • 30% increased Area of Effect of Aura Skills
  • Auras from your Skills have 10% increased Effect on you
  • Non-Curse Aura Skills have 50% increased Duration
Spell Suppression Masteries
  • Prevent +3% of Suppressed Spell Damage
  • (New) Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage
  • (New) Prevent +1% of Suppressed Spell Damage per Hit Suppressed Recently, -2% chance to Suppress Spell Damage per Hit Suppressed Recently
  • (New) Suppressed Spell Damage cannot inflict Elemental Ailments on you
  • (New) You have Phasing if you have Suppressed Spell Damage Recently, +8% chance to Suppress Spell Damage while Phasing
  • (New) Chance to Suppress Spell Damage is Lucky
Stun Masteries
  • 100% increased Enemy Stun Threshold, 200% increased Stun Duration on Enemies
  • 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit
  • +50% to Critical Strike Multiplier against Stunned Enemies
  • Hits against you Cannot be Critical Strikes if you've been Stunned Recently
  • 25% chance to deal a Stunning Hit to Nearby Enemy Monsters when you're Stunned
  • Gain Adrenaline when Stunned, for 2 seconds per 100ms of Stun Duration
Trap Masteries
  • 5% chance to throw up to 4 additional Traps
  • (New) 8% chance for Traps to Trigger an additional time
  • Can have up to 5 additional Traps placed at a time
  • 60% increased Trap Trigger Area of Effect
  • Recover 30 Life when your Trap is triggered by an Enemy
  • Traps cannot be Damaged
Two Hand Masteries
  • 3% chance to deal Triple Damage
  • 40% increased Damage with Hits against Rare and Unique Enemies
  • 10% increased Armour per Red Socket on Main Hand Weapon, 10% increased Evasion Rating per Green Socket on Main Hand Weapon
  • 15% more Stun Duration with Two Handed Weapons
  • Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments, 10% reduced Attack Speed
  • (New) Ruthless Hits Intimidate Enemies for 4 seconds
Warcry Masteries
  • (New) Warcries cannot Exert Travel Skills
  • Recover 15% of Life when you use a Warcry
  • Warcries have a minimum of 10 Power
  • Warcries Debilitate Enemies for 1 second
  • (New) Remove all Damaging Ailments when you Warcry
  • (New) Warcries have 10% chance to Exert 3 additional Attacks