- Piercing Cold I: Dealing Frost Damage grants you Piercing Cold for 6 seconds, up to once every 4 seconds. Piercing Cold increases the amount of damage you block by 6% if you have 30000 or more Max Health, or increases your damage done by 4% if you do not.
- Piercing Cold II: Dealing Frost Damage grants you Piercing Cold for 6 seconds, up to once every 4 seconds. Piercing Cold increases the amount of damage you block by 12% if you have 30000 or more Max Health, or increases your damage done by 8% if you do not.
Piercing Cold increases the amount of block by 6%/12% if you have 30000 or more Max Health, otherwise it increases the damage you deal by 4%/8%
Patch Notes[edit]
- Increased the bonus damage of this passive to 5/10%, up from 3/6%.
- This passive now increases your damage done by 1/2% which increases to 6/12% while wielding an Ice Staff, rather than increasing your Magic and Frost Damage by 5/10%.
- This passive was creating issues with morph choices in the class, as Wardens have a healthy mix of damage types outside of Magic and Frost. Many morphs that are meant to focus on damage are either close to or even eclipsed by the more utility driven morphs that retain Magic Damage, and the lack of more DPS focused Ice Damage abilities (since they are predominantly made for tanks or utility) create a situation where this passive isn't helping the unique identity of Ice Mages keep up with other play styles. By shifting the focus of the passive over to generic damage that contextually gets stronger for the audience the passive is made for, we hope to help bring that playstyle up a bit more.