Cast When Dmg Taken Importal Call

Call
  1. Cast When Damage Taken Immortal Call
  2. Cast When Dmg Taken Immortal Call Of The Wild

Cast when damage taken has a damage trigger. At level 1 is around 300damage and at levek 20 it's 3000 damage. Ideally, People would rather immortal call trigger every 300 life rather then every 3000. Another reason to keep these gems low would be due to low strength numbers on. If I jump in a huge pack of mobs, then my enduring charge can goes up 6 or 7 then immortal call discharge it, it's good. But, if I'm fighting for a boss my charges never higher then 2. Dnd 5e paladin oathbreaker. My question is that it's worth to level higher my second CWDT with immortal call to get more charges or I won't have 4 sec to one more enduring cry to cast?

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What AusterlitZ says is correct imo as well. This gem is going to SUCK if you link multiple primary skills. Remember, you're only casting 1 gem at a time. You AREN'T casting all of the gems at once. Thus, the more gems you add to it, the less potential you have of an individual spell being cast.

That's not what Chris said or showed in the gamespot video.
Posted by
on Oct 5, 2013, 4:52:17 PM
Last edited by DestroTheGod on Oct 11, 2013, 9:37:10 PM
Posted by
on Oct 5, 2013, 4:53:40 PM
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I can see people socketing Spell1-Spell2-Spell3-Spell4-LL-Chance in a 6L staff and a 6L chest (With Mana leech instead) and just kamikazee wiping out maps

You try doing more than 5700 damage (or even more than 500) with a spell that has no damage support gems AND a reduced damage modifier. Come on.. If it was that easy to get through the game then 6Ls wouldn't even be needed in the first place. I'll just put Shock Nova and Life Leech on a 2L and blast through the game.
Posted by
on Oct 5, 2013, 4:55:26 PM
the gems go off all at once
you can cleary see it from the gamespot video with endu cry and frost wall going off together
that said i dont think it will be so easy to proc it all the time, you would definitely need another dmg source
Dogs Summoner - http://www.pathofexile.com/forum/view-thread/885199
Posted by
Amiag
on Oct 5, 2013, 4:55:45 PM
Last edited by DestroTheGod on Oct 11, 2013, 9:37:06 PM
Posted by
on Oct 5, 2013, 4:57:02 PM
I see.. it's triggering everything linked to it simultaneously. That's pretty nasty. I wonder if you spend mana and what happens if you don't have enough.
On that note, would you die if you were BM and ran out of health due to Cast on X?
Posted by
Shagsbeard
on Oct 5, 2013, 5:00:47 PM
- Deleted -
Last edited by DestroTheGod on Oct 11, 2013, 9:37:03 PM
Posted by
on Oct 5, 2013, 5:03:30 PM
I would believe that they do not cost anything to cast nor are they able to leech anything
Posted by
on Oct 5, 2013, 5:04:09 PM
This allows you to get a bit more creative with your links instead of 4Ling everything.
For my build:
The Blood Dance
1 G - Blood Rage
2 G - Projectile Weakness
3 R - Cast When Damage Taken
4 R - Enduring Cry
ES Gloves
1 B - Cast When Stunned
2 G - Freeze Mine
3 R - Immortal Call
4 B - Critical Weakness
Whenever i see immortal call go off, i hit D to freeze everything around me.
Last edited by Xendran on Oct 5, 2013, 5:07:09 PM
Posted by
on Oct 5, 2013, 5:06:04 PM
I am sure there will be something that prevents autopilot scenarios. Maybe a hidden cooldown? Maybe you can't leech or proc LGOH?
Anyways, I am really looking forward to experiment with those gems :)
Posted by
on Oct 5, 2013, 5:08:25 PM

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Cast When Damage Taken Immortal Call

Cast When Dmg Taken Immortal Call Of The Wild

Jan 28, 2014  cast when damage taken gets triggered the upcoming 0.25second, any damage will not trigger cast when damage taken, that's 200 damage in this case. 855/(1220+200).100% = 60% of da time, da molten shell is active (after the first cast when damage taken is triggered). Cast when damage taken - immortal call - increased duration But for some reason it never procs.I have 2000 life or so and iv stood in monsters and died without it procing. I've made sure I had at least 1 stack of endurance but no procing. I can use it manually fine. Will it not auto proc if I have it on my still bar? Cold Snap is a gem that can be used at level 4, so a cast when damage taken at level 6 can support up to a level 13 cold snap and procs at 897 damage taken. Usually, the freeze duration is long enough that you can escape from danger. You can also drop frost wall and use ice bite for more sure freezing. Why not run a level 1 Cast when damage taken and a Level 3 Immortal call. You'll proc immortal call all the time. Sure it might only last for 0.424 seconds but its enough to take the other attacks in that instant. Lvl 21 Immortal call lasts for 0.64 seconds in comparison.

Support, Spell, Trigger
Level: 1–20
Cooldown Time: 0.25 sec
Mana Multiplier: 100%
Requires Level 38
Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills that reserve mana cannot be triggered.
Per 1% Quality:
Supported Skills deal 0.5% increased Damage
Trigger Supported Spells when you take a total of (528–3272) Damage
Supported Skills deal (-6–70)% less Damage
This Gem can only Support Skill Gems requiring Level (38–70) or lower
You cannot Cast Supported Triggerable Spells directly
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.