Trigger
On Damage Taken Augments
ON_DAMAGE_TAKEN augments trigger when you get hit rather than when you land a hit. Burn scorches nearby enemies with damage that scales off your own bonus health, Critical Guard turns your crit chance into damage reduction when your defense itself crits, and Death Bomb primes a delayed explosion the moment you die. It's the pool's defensive answer to ON_HIT, rewarding tanky, high-vitality builds that expect to be the target rather than the aggressor.
All 6 On Damage Taken augments
BurnEliteYour presence scorches nearby enemies, dealing damage over time that scales with your bonus health and expanding in size as you grow stronger.Critical GuardEliteYour crit chance grants damage reduction, but only when your defense crits. Reduction scales with your crit chance, up to a maximum of 25% damage reduction at 100% crit chance.Death BombEliteOn death, prime a delayed explosion that scales from your vitality and combat stats.Endure PainEliteA portion of incoming damage is deferred as Bleed and applied over time. Killing a target cleanses all Bleed and heals you for a percentage of the execute damage dealt.Frozen DomainElitePlant a stationary freezing zone that slows nearby enemies, steals part of that speed, and fortifies your life force.Protective BubbleEliteNegate one incoming attack and become briefly immune when the bubble pops.