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Elemental Invocation: Difference between revisions

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|rarity_id                              = normal
|rarity_id                              = normal
|name                                    = Elemental Invocation
|name                                    = Elemental Invocation
|class_id                                = Active Skill Gem
|class_id                                = Meta Skill Gem
|size_x                                  = 1
|size_x                                  = 1
|size_y                                  = 1
|size_y                                  = 1

Latest revision as of 10:47, 7 February 2025

Elemental InvocationBuff, Persistent, Trigger, Lightning, Cold, Fire, Meta
Tier: 8
Level: 1
Cost: 60 Spirit
Place into a Skill Gem socket to gain this skill.
Sockets are found in the Skills menu tab.
Acquisition
Drop restricted
It can be obtained by engraving an Uncut Spirit Gem.
Metadata
Item class: Meta Skill Gem
Metadata ID: Metadata/Items/Gems/SkillGemElementalInvocation

Elemental Invocation is a persistent buff skill.

Skill functions and interactions

Gem level progression

LevelRequired Level
10

Recommended support gems

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 Coming Soon Coming Soon
II Coming Soon Impetus
III Capacitor Energy Retention

Item acquisition

Elemental Invocation has restrictions on where or how it can drop.

It can be obtained by engraving an Uncut Spirit Gem.

Alternate skill effects

Elemental Invocation has the following alternate skill effects:

ItemDescription

Version history

Version Changes
0.1.0d
  • 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.
0.1.0
  • Introduced to the game.