Flame Ward

Mage

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)
  1. 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

  2. Retribution max 5

    Flame Ward's retaliation hits deal more damage (multiplicative with other modifiers).

    • +40% Retaliation Damage
  3. 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

  4. Blast Field max 5

    Flame Ward's retaliation hits in a larger area.

    • +40% Retaliation Area

    Requires 2 points in Retribution

  5. 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

  6. Frostguard max 5

    Flame Ward grants armor while active.

    • +200 Armor

    Requires Frost Ward

  7. 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

  8. Rimeskin max 5

    Flame Ward's retaliation hits have a higher chance to freeze enemies.

    • +100% Retaliation Freeze Rate

    Requires Frost Ward

  9. 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

  10. Dilation max 3

    Flame Ward costs less mana. Flame Ward and Fire Aura last longer.

    • +12% Duration
    • +6% Mana Efficiency
  11. 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

  12. 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.

  13. 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

  14. 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

  15. Stalwart Defense max 5

    Flame Ward grants additional ward.

    • +40 Ward Granted
  16. 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

  17. 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

  18. 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

  19. Shrewd Shielding max 3

    Flame Ward costs less mana.

    • +10% Mana Efficiency

    Requires 2 points in Barrier

  20. 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

  21. Warmth max 4

    Flame Ward grants increased mana regeneration while active.

    • +25% Mana Regen

    Requires Mental Aegis

  22. Recollection max 2

    Flame Ward grants increased ward retention while active.

    • +25% Ward Retention

    Requires 2 points in Energize

  23. 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

  24. 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

  25. 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

  26. 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

  27. 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

  28. 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

  29. 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.

  30. 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

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