Ascendant
The Ascendant is the Ascendancy class for Scions.
Overview
The Ascendant offers more flexibility than any other class by allowing the player to take passives based on other Ascendancy classes. These passives offer similar benefits representing the class's overall tree, but with mitigated effects. Only one Ascendancy class passive can be taken from each base class.
The Ascendant can allocate up to two Ascendancy class passives and can further invest onto one class's path to gain the ability to use that class's starting point on the passive skill tree as a second starting point.
Skills
Minor skills
This class has the following minor passive skills:
Name | Stats |
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Dexterity | +40 to Dexterity [1] |
Dexterity and Intelligence | +20 to Dexterity and Intelligence [1] |
Intelligence | +40 to Intelligence [1] |
Strength | +40 to Strength [1] |
Strength and Dexterity | +20 to Strength and Dexterity [1] |
Strength and Intelligence | +20 to Strength and Intelligence [1] |
Notable skills
This class has the following notable passive skills:
Skill | Modifiers | Prerequisite | Preceding Passives |
---|---|---|---|
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Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds Cannot be Stunned while you have at least 25 Rage 15% more Damage 5% increased Damage taken 2% of Attack Damage Leeched as Life and Mana if you've Killed Recently |
Strength Passive Point | |
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20% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit 1% of Damage dealt by your Totems is Leeched to you as Life Regenerate 2% of Life per second 10% increased Strength 40% increased Fire Damage |
Strength Passive Point | |
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Gain 1 Endurance Charge every second if you've been Hit Recently Cannot be Chilled 5% increased Damage per Endurance Charge +1000 to Accuracy Rating Cannot be Stunned |
Strength Passive Point | |
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Can Allocate Passives from the Marauder's starting point | Marauder Ascendancy | Passive Point |
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You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other Every 5 seconds, Regenerate 20% of Life over one second Auras from your Skills grant +1% Physical Damage Reduction to you and Allies 25% reduced Effect of Curses on you While there are at least five nearby Allies, you and nearby Allies have Onslaught |
Strength and Intelligence Passive Point | |
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8% of Damage is taken from Mana before Life +1 to maximum number of Summoned Totems 25% increased maximum Mana Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell 20% increased Spell Damage while you have Arcane Surge |
Strength and Intelligence Passive Point | |
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+30% to Critical Strike Multiplier against Enemies that are affected by Elemental Ailments Damage Penetrates 6% of Enemy Elemental Resistances 10% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds Immune to Elemental Ailments while on Consecrated Ground Nearby Enemies take 10% increased Elemental Damage |
Strength and Intelligence Passive Point | |
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Can Allocate Passives from the Templar's starting point | Templar Ascendancy | Passive Point |
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40% increased Effect of Herald Buffs on you Damage Penetrates 10% of Enemy Elemental Resistances Shocks from your Hits always increase Damage taken by at least 10% +1 to maximum number of Golems Cannot take Reflected Elemental Damage |
Intelligence Passive Point | |
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Minions deal 30% increased Damage Your Offering Skills also affect you Your Offerings have 50% reduced Effect on you Auras from your Skills grant 2% increased Attack and Cast Speed to you and Allies If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect |
Intelligence Passive Point | |
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You can apply an additional Curse Regenerate 1.5% of Energy Shield per second 10% increased Effect of your Curses Cannot Be Stunned while you have Energy Shield |
Intelligence Passive Point | |
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Can Allocate Passives from the Witch's starting point | Witch Ascendancy | Passive Point |
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+0.75% to Critical Strike Chance 10% chance to gain a Power Charge on Critical Strike 10% chance to gain Elusive on Critical Strike Damage from your Critical Strikes cannot be Reflected |
Dexterity and Intelligence Passive Point | |
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25% chance to Blind Enemies on Hit Damage Penetrates 8% of Enemy Elemental Resistances 30% increased Area of Effect Regenerate 1% of Life per second for each Mine Detonated Recently, up to 10% per second Regenerate 1% of Life per Second for each Trap Triggered Recently, up to 10% per second |
Dexterity and Intelligence Passive Point | |
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15% chance to gain a Frenzy Charge and a Power Charge on Kill 50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently Regenerate 15 Mana per second if you've used a Movement Skill Recently 15% chance to gain 50% of Non-Chaos Damage with Hits as Extra Chaos Damage Cannot be Stunned if you haven't been Hit Recently |
Dexterity and Intelligence Passive Point | |
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Can Allocate Passives from the Shadow's starting point | Shadow Ascendancy | Passive Point |
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Projectiles Pierce 2 additional Targets Projectiles gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets Skills fire an additional Projectile 50% increased Global Accuracy Rating Moving while Bleeding doesn't cause you to take extra Damage |
Dexterity Passive Point | |
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Damage Penetrates 6% of Enemy Elemental Resistances 10% increased Movement Speed during any Flask Effect 10% increased Attack Speed during any Flask Effect Flasks gain 3 Charges every 3 seconds 15% chance for Flasks you use to not consume Charges |
Dexterity Passive Point | |
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10% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy You have Onslaught while on full Frenzy Charges 10% increased Movement Speed 4% chance to Dodge Attack Hits 20% increased Attack Damage |
Dexterity Passive Point | |
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Can Allocate Passives from the Ranger's starting point | Ranger Ascendancy | Passive Point |
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Your Hits permanently Intimidate Enemies that are on Full Life 25% chance to Taunt on Hit Enemies Taunted by you take 10% increased Damage 10% chance to Fortify on Melee hit 20% chance to Impale Enemies on Hit with Attacks You and nearby Allies have 8% increased Movement Speed |
Strength and Dexterity Passive Point | |
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15% Chance to Block Spell Damage +3% to maximum Chance to Block Attack Damage 25% more Damage with Bleeding 10% chance to Blind Enemies on Hit with Attacks 15% Chance to Block Attack Damage |
Strength and Dexterity Passive Point | |
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Life Leech effects are not removed at Full Life Culling Strike 30% increased Area of Effect if you've Killed Recently 50% reduced Maximum Recovery per Life Leech Cannot take Reflected Physical Damage |
Strength and Dexterity Passive Point | |
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Can Allocate Passives from the Duelist's starting point | Duelist Ascendancy | Passive Point |
Version history
Version | Changes |
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2.2.2 |
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