Flame Ward
Grants a burst of 400 ward. Then for 3 seconds, hits deal 30% less damage to you and cause a retaliatory burst of flames.
More information
Added spell damage applies to the burst of flames at 200% effectiveness.
The area of effect of the burst of flames scales with increased Area of Area Skills stats.
Effect
Flame Burst
- Base damage per hit
- 40 Fire
- Critical strike chance
- 5 % · 200% critical damage
- Added damage effectiveness
- 200 %
- Counts as
- Spell
Base values before skill tree nodes, passives and gear.
Skill tree: Flame Ward
The skill tree as it appears in game. A specialized skill gains one point per level up to level 20; the number on a connection shows how many points the previous node needs.
Hover or tap a node for its description. The number on a node is its maximum points.
All nodes as a list (30)
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Infusion
max 5
Flame Ward grants increased fire damage while active
If Flame Ward is converted to cold or lightning, then this damage increase is also converted.- 50% Increased Fire Damage
Requires 2 points in Dilation or Lightning Ward
-
Retribution
max 5
Flame Ward's retaliation hits deal more damage (multiplicative with other modifiers).
- +40% Retaliation Damage
-
Telepyrosis
max 1
Flame Ward's retaliation is centered on the enemy that hits you, but it hits in a smaller area.
- Centered On Enemy fixed
- -50% Retaliation Area
Requires 3 points in Retribution
-
Blast Field
max 5
Flame Ward's retaliation hits in a larger area.
- +40% Retaliation Area
Requires 2 points in Retribution
-
Frost Ward
max 1
Flame Ward is converted to Cold. This converts the base damage of the retaliation, granting it a freeze rate, and converts any fire damage modifiers from nodes on this tree.
This also globally converts Fire Aura to cold and grants it a Freeze Rate.- Fire -> Cold
- 40 Retaliation Freeze Rate
- 48 Fire Aura Freeze Rate Per Second
Requires 2 points in Retribution or Fire Aura
-
Frostguard
max 5
Flame Ward grants armor while active.
- +200 Armor
Requires Frost Ward
-
Glacial Reinforcement
max 5
Flame Ward grants additional block chance, block effectiveness, and ward on block while active.
- +10% Block Chance fixed
- +500 Block Effectiveness
- +5 Ward Gained On Block
Requires 2 points in Frostguard
-
Rimeskin
max 5
Flame Ward's retaliation hits have a higher chance to freeze enemies.
- +100% Retaliation Freeze Rate
Requires Frost Ward
-
Lightning Ward
max 1
Flame Ward is converted to Lightning, unless it has been converted to cold. This converts the base damage of the retaliation, and any fire damage modifiers from nodes on this tree.
This also globally converts Fire Aura to lightning, unless it has been converted to cold.- Fire -> Lightning
Requires 2 points in Retribution or Infusion
-
Dilation
max 3
Flame Ward costs less mana. Flame Ward and Fire Aura last longer.
- +12% Duration
- +6% Mana Efficiency
-
Fire Aura
max 1
While active, Flame Ward grants you Fire Aura, a spell that deals fire damage over time to surrounding enemies.
- Fire Aura
Requires 3 points in Dilation or Frost Ward
-
Eye of Flame
max 1
Fire Aura deals more damage (multiplicative with other modifiers). This also effects Fire Aura from sources other than Flame Ward.
- +15% Fire Aura Damage
Requires Fire Aura
Fire Aura is a spell that deals fire damage over time to surrounding enemies.
-
Energize
max 3
Flame Ward grants ward over time while active.
- +15 Ward Per Second
Requires 2 points in Dilation or 2 points in Prismatic Buffer
-
Through Flames
max 5
Flame Ward grants additional fire damage to attacks and spells while active.
If Flame Ward is converted to cold or lightning, then this added damage is also converted.- +2 Fire Damage
Requires Dilation
-
Stalwart Defense
max 5
Flame Ward grants additional ward.
- +40 Ward Granted
-
Barrier
max 5
You take less damage from hits while Flame Ward is active (multiplicative with other modifiers).
- 8% Less Hit Damage
Requires Stalwart Defense or 2 points in Prismatic Buffer
-
Prismatic Buffer
max 3
Flame Ward reduces elemental damage taken while active (multiplicative with other modifiers).
- -10% Elemental Damage Taken
Requires 2 points in Energize or 2 points in Barrier
-
Selfless Sorcery
max 1
Flame Ward can be cast on allies.
This has no effect if you have taken the Mental Aegis node.- Can Cast On Allies
Requires 2 points in Prismatic Buffer
-
Shrewd Shielding
max 3
Flame Ward costs less mana.
- +10% Mana Efficiency
Requires 2 points in Barrier
-
Mental Aegis
max 5
Mana now absorbs damage while Flame Ward is active. Each point of mana shields 5 health and ward.
- 15% Percent Of Damage Absorbed
Requires 2 points in Shrewd Shielding
-
Warmth
max 4
Flame Ward grants increased mana regeneration while active.
- +25% Mana Regen
Requires Mental Aegis
-
Recollection
max 2
Flame Ward grants increased ward retention while active.
- +25% Ward Retention
Requires 2 points in Energize
-
Concentrated Shielding
max 4
Flame Ward grants additional ward, but has a shorter duration.
- +50 Ward Granted
- -10% Duration
Requires 2 points in Stalwart Defense
-
Fortification
max 1
Flame Ward grants significantly more ward, but no longer retaliates.
- +150 Ward Granted
- No Longer Retaliates
Requires 3 points in Concentrated Shielding
-
Desperate Defense
max 3
Flame Ward grants additional ward equal to a percentage of your missing health.
- 12% Percent Of Missing Health Granted As Ward
Requires 2 points in Stalwart Defense
-
Fuel The Flames
max 3
Flame Ward grants more ward, but has a longer cooldown.
- +10% Ward Granted
- +1 Cooldown (seconds)
Requires Desperate Defense or Concentrated Shielding
-
Dual Aegis
max 1
Flame Ward can store an additional charge, allowing you to use it twice before it goes on cooldown.
- +1 Charges
Requires 2 points in Fuel The Flames
-
Astonish
max 1
Flame Ward is cast when you are stunned, if it is off cooldown and you have positive mana.
- Cast Flame Ward When Stunned
Requires Desperate Defense
-
Flame Runner
max 1
You have Haste while Flame Ward is active.
- Gain Haste
Requires 4 points in Through Flames
Haste grants 30% increased movement speed. Does not stack.
-
Warden Pulse
max 1
Enemies around you are knocked back when you use Flame Ward
- Knock Back
Requires 4 points in Stalwart Defense
More skills: Mage
-
Lightning Blast
From the start
-
Fireball
From level 2
-
Snap Freeze
From level 3
-
Elemental Nova
From level 4
-
Mana Strike
From level 5
-
Teleport
From level 9
-
Frost Claw
From level 12
-
Static
From level 15
-
Glacier
5 passive points
-
Disintegrate
10 passive points
-
Volcanic Orb
15 passive points
-
Focus
20 passive points