Minions deal 20% inc. DmgMinions deal 20% increased Damage
Grants Skill: Supporting FireGrants Skill: Supporting Fire
Supporting Fire
Recruit artillery Minions that take up positions behind you. They will lie in wait for your Command, then fire volleys of arrows at the target location.
Minions from this skill have 1% inc. AoE per 3 of your DexMinions from this skill have 1% increased Area of Effect per 3 of your Dexterity
Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
Persistent Buffs have 50%lessReservationPersistent Buffs have 50%lessReservation
Tactician is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Minions
Minions are summoned AlliesAllies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.Fire Damage
Fire damage is one of the five Dmg TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Fire Damage
Fire damage is one of the five Damage TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants EREvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants Evasion RatingEvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuracyAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Strength
Strength is an AttributeAttributes required to equip most equipment that grants ArmourArmour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Phys.DmgPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Evasion Rating
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuAccuracy .Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Physical DamagePhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Evasion Rating
Evasion Rating grants a chance to Evade enemy Hits , preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's AccuracyAccuracy .Accuracy
Accuracy is used to hit a target with an AttackAttacks , and is checked against the targets EvasionEvasion Rating to determine that chance. Player AttacksAttacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.Physical Damage
10% increased Physical DamageSkill Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to AttackAttacks Speed, Cast Speed, WarcryWarcries Speed, and similar stats.Attacks
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . SpellsSpells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damagePhysical Damage — they can deal any damage type.Projectiles
A Projectile is a moving AttackAttacks or SpellSpells that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.Gain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning Damage gained from Physical damagePhysical Damage scales with Lightning damageLightning Damage modifiers, but not Physical damagePhysical Damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.Deflection Rating
Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's AccuAccuracy .Deflection Rating
Deflection Rating provides a chance to Deflect damage from Hits , preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's AccuracyAccuracy .Ailment Threshold
A higher Elemental AilmentElemental Ailment Threshold makes it less likely that being HitHit Damage by Ele.DmgElemental Damage will apply the relevant Ailment , as well as lowering the amount of FreezeFreezing and Electrocute buildup recieved. A lower Elemental AilmentElemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezing and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.Ailment Threshold
A higher Elemental AilmentElemental Ailment Threshold makes it less likely that being HitHit Damage by Elemental DamageElemental Damage will apply the relevant Ailment , as well as lowering the amount of FreezeFreezing and Electrocute buildup recieved. A lower Elemental AilmentElemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezing and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's PowerPower . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.Limit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.Pinned
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilisation .Presence
Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.Allies
Your allies include other players, MinionsMinions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.Immobilisation
A target is immobilised if it cannot move, for example due to being Frozen , PinnedPinned , Heavy StunnedHeavy Stunned , or Electrocuted .Spirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon SetsWeapon Set can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon SetWeapon Set Passive Skills , or Persistent Skills that are active in specific Weapon SetsWeapon Set .Buffs
Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.Reservation
Reservation effects prevent a portion of a given resource — usually SpiritSpirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.