Rip Blood | |||||||||||||
Class | Acolyte level 1 skill | ||||||||||||
Description | Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 10 health when it reaches you. | ||||||||||||
Cooldown | 0s | ||||||||||||
Mana cost | 3 | ||||||||||||
Range | 20 | ||||||||||||
Speed | 1.467 per second (if no cooldown) Use Duration: 0.75s Use Delay: 0.25s Speed Multiplier: 1 Settle Low Priority Ratio: 60% Scales With: Cast Speed | ||||||||||||
Scaling Tags | PhysicalSpellIntelligence | ||||||||||||
Scaling | Per Point of Intelligence:
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Damage |
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Name | Max Points | Stats | Related Skill | Description | |
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Rip Blood | 0 | Rips blood out of a target enemy dealing physical damage to it. An orb of the blood is drawn back to you, restoring 10 health when it reaches you. | |||
Crimson Flood | 5 |
| Blood Splatter deals damage in a larger area. | ||
Revile | 5 |
| Blood Splatter deals more damage (multiplicative with other modifiers) and have an increased chance to stun enemies. | ||
Blood Infusion | 1 |
| Blood Splatter grants your minions Blood Infusion when it hits them. The Blood Infusion buff grants 15% more damage for 4 seconds (multiplicative with other modifiers). | ||
Necrotic Unity | 1 |
| Blood Splatter has increased area for each minion you currently control. | ||
Infused Frenzy | 3 |
| Blood Infusion grants increased attack and cast speed. | ||
Hemophagy | 3 |
| Blood Infusion causes your minions to leech a portion of the physical damage they deal as health. | ||
Hemomancer | 5 |
| Rip Blood has increased cast speed. | ||
Thirst | 3 |
| Rip Blood costs less mana and has increased cast speed . | ||
Carrion Hunger | 1 |
| When you are out of mana Rip Blood is free. | ||
Quenching | 5 |
| Blood Orbs grant additional health and the Blood Orb returns faster. | ||
Hematology | 1 |
| Blood Orbs restore more health based on your Intelligence stat. | ||
Mana Feast | 3 |
| Blood Orbs now also grant you mana when you directly cast Rip Blood. | ||
Gushing Wound | 5 |
| Rip Blood hits have a chance to cause enemies to bleed . | ||
Septic Wound | 1 |
| Bleed chance granted by the Gushing Wounds node is converted to poison chance. | ||
Septic Blood | 5 |
| Blood Splatter has a chance to poison enemies. | ||
Arcane Absorption | 4 |
| When you directly cast Rip Blood and hit at least one enemy you gain additional spell damage for 6 seconds. This effect can stack. | ||
Run Dry | 5 |
| Rip Blood deals more damage (multiplicative with other modifiers) . | ||
Necrotic Inspiration | 2 |
| Rip Blood deals more damage for each minion you currently control (multiplicative with other modifiers). | ||
Arcane Fortress | 1 |
| Blood Orbs now grant ward instead of health, equal to half of the health they would have restored. Being at or close to full health does not affect the amount of the ward the Blood Orbs grant. | ||
Splatter | 5 |
| Rip Blood hits have a chance to create a Blood Splatter at the target, dealing damage to other enemies around it, but not the original target. | ||
Eviscerate | 1 |
| Rip Blood has a significantly higher chance to make a Blood Splatter, but costs more mana . This Blood Splatter can not occur if you are out of mana. | ||
Marrow Drinker | 1 |
| Rip Blood can be cast on your minions, but no longer can be cast on enemies. Blood Orbs restore significantly more health. | ||
Blood Catalyst | 1 |
| Rip Blood will automatically cast itself on a nearby enemy if it kills an enemy, but no longer creates Blood Orbs. This effect can repeat and chain to other enemies. This effect cannot trigger if you are out of mana. | ||
Rip Spirit | 1 |
| Rip Blood's and Blood Splatter's base physical damage is converted to necrotic damage. Consequently this damage scales with increases to necrotic damage, but not increases to physical damage. | ||
Stench of Blood | 1 |
| Rip Blood has increased cast speed leaves a stench on the target enemy that causes your minions to prioritise attacking it. | ||
Coagulation | 1 |
| When a blood orb grants excess health above your maximum, you gain a stack of Coagulated Blood. Upon reaching 4 stacks, your next Rip Blood will consume all stacks to form a Coagulated Blood Orb that seeks out a nearby enemy, dealing spell physical damage in a small area. | ||
Varicose Veins | 3 |
| The Coagulated Blood Orb deals more damage in a larger area (multiplicative with other modifiers). |