There’s a whole bunch of items that slap a negative resistance modifier on Guardians of Empyrion. My question is, how exactly do these work?
I always assumed that these essentially apply to Celestial Presence and just amplify the aura effect with additional rr. But thinking on it a bit more, that doesn’t really align with how most item skill modifiers work. Most item skill modifiers apply to the core skill, not to the secondary skills and effects the skill is associated with. So if we take something like Mythical Flames of Wrath, it seems more likely that rather than modifying Celestial Presence, these would just give the Guardian attacks themselves an additional rr effect, in which case Celestial Presence wouldn’t even need to be skilled up (if you’re using the item for the -% aether res). That would make sense.
The issue becomes more confusing when we take something like the Conduit mod, which says: 2 Meter Target Area to Summon Guardian of Empyrion and then adds chaos and aether rr to the skill. So what is this 2 meter target area applying to exactly? GoE cleave? Celestial Presence? Does the Conduit apply its own aura independent of Celestial Presence or does Celestial Presence have to be skilled up for the rr mod to apply, and the Conduit then extends the radius of the aura by 2 meters? Just…haaaalp!
1 Like
RR mods are to celestial presence only, thus you need 1pt in it minimum to get any RR effect from item modifiers
the area effect on conduit i’m not 100% sure on since technically their melee cleave skill could probably get such modification, tho i’d assume it applies to celestial presence aura range too in this particular case
1 Like
-RR can’t be applied by regular attack, which is GoE’s Cleave. It needs a “pulsing” or “ticking” skill, and Celestial Presence is exactly that. That’s also the reason you’ll never see -RR mods to skills like Blade Arc, Callidor’s Tempest, Vire’s Might, etc - only to stuff like Veil of Shadow, Bloody Pox, Siphon Souls and others (because they’re debuff type skills).
Last I checked, 2 m target area increases Celestial Presence range, which obviously is great for aether/chaos OK builds that don’t need put more than 1 point in it. Not having this extra range would lead to puny CP coverage, and thus the effectiveness of RR.
1 Like
question here about this. I am not sure if a burn damage has always been a part of the guardians attack but I see here in 2022 that it has a 3 second burn. would this qualify as a dot and apply the -15% RR??
The Burn (or Poison from Scions of Dreeg) Damage is part of their Cleave Attack and can stack from having multiple Guardians out. The more you can have, the more it can stack.
The -% RR from Celestial Presence is only applied each second in an area around the Guardians. This effect is similar to the Nightblade skill Night’s Chill from Veil of Shadow.
1 Like
what Rx said
the dmg you see on main node/guardians themselves is irrelevant to their RR and RR modifiers to guardians
Guardian related RR is only applied through Celestial presence, this is why you need minimum 1pt in celestial presence to benefit from RR modifiers to guardians from items
the RR is part of the aura and is irrelevant to their/Guardians’ own dmg or dot/burn