Prismatic Flux I

Prismatic Flux I [Rapid Flux II]

Mastery variant of Prismatic Flux I

Prismatic Flux I
Prismatic Flux I
[Rapid Flux II]
15 Mana1.5 sec cast
Cast Skill: Evocation30 meter range6 sec cooldown

Blast your target with prismatic energy, dealing significant magic damage, but causing the opponent to believe they have been damaged by a random school of magic. Each illusory school has a different effect

Cast ActionOffensiveMagic

Class

Enchanter

Type

Cast Action

Skill

Evocation

Level

15

Range

30m

Magic

Magic

Target

Offensive

Innate

No

Cooldown

6s

Mastery Paths

Rapid Flux
Rapid Flux IRapid Flux I
Reduces the cast time of your Chaotic and Prismatic Flux by .25s, and reduces the cooldown by 3s.
Coercer · Level 5
Skill Point Cost1
Prismatic Flux I
Prismatic Flux I
Rapid Flux IIRapid Flux II
Reduces the cast time of your Chaotic and Prismatic Flux by .25s, and reduces the cooldown by 3s.
Coercer · Level 5
Skill Point Cost1
Prismatic Flux I
Prismatic Flux I

Passive Modifiers

Pinpoint Flux IPinpoint Flux I
Increases the critical strike chance of your Chaotic and Prismatic Flux spells by 5%, and their critical damage by 10%.
Coercer · Level 5
Skill Point Cost1
Prismatic FluxPrismatic Flux
Unlocks a new ability: Prismatic Flux. Blast your target with prismatic energy, dealing significant magic damage, but causing the opponent to believe they have been damaged by a random school of magic. Each illusory school has a different effect. Up to two secondary effects may be present on the target at once. Fire: Causes the target to burn for 12 seconds. There is a small chance that the target will drop to the ground to try to put out the flames. Cold: Causes the target to shiver and quake. There is a chance they will drop their weapon in the next 9 seconds. Shock: Causes the target to spasm randomly when they act. There is a chance that when using an ability with a cast time, it will be interrupted. Curse: Causes the target to be filled with terror. There is a chance they will cower in fear, or flee for 3 seconds, in the next 9 seconds. Disease: Sickens your target, making them lethargic. They take disease damage every 3 seconds for up to 30 seconds. When this effect deals damage, there is a chance that they will double over (be stunned) for 3 seconds. Poison: Deals nature damage every 2 seconds for the next 18 seconds. Nature: An illusory swarm of insects causes damage every 3 seconds for the next 12 seconds, and reduces their action speed by 10%. Chemical: Sears the enemy with caustic liqid and blinds them, reducing their accuracy by 6% and dealing damage every 3 seconds for the next 12 seconds.
Coercer · Level 15
Skill Point Cost1
Ingrained TraumaIngrained Trauma
If your Chaotic Flux, Prismatic Flux, or Prismatic Fan spells deal damage to a target affected by High Pressure/Mind Vice and Illusory Danger, the duration is extended by 1 tick. This can occur a maximum of 3 times per instance of the DoT.
Coercer · Level 25
Skill Point Cost1
Pinpoint Flux IIPinpoint Flux II
Increases the critical strike chance of your Chaotic and Prismatic Flux spells by 5%, and their critical damage by 10%.
Coercer · Level 25
Skill Point Cost1
All the ColorsAll the Colors
A target may now have up to 3 secondary effects from Prismatic Flux, or Prismatic Fan.
Coercer · Level 40
Skill Point Cost1
Synaptic MomentumSynaptic Momentum
For every DoT effect you have on a target, the critical strike chance of your Chaotic Flux, Prismatic Flux, and Prismatic Fan spells is incresaed by 1.5%, and critical damage by 3%.
Coercer · Level 40
Skill Point Cost1

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