Effect of two Spell Orb charges
- Spell Orb I: When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1536 Magic Damage. This effect scales off your highest offensive stats.
- Spell Orb II: When you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 3074 Magic Damage. This effect scales off your highest offensive stats.
Spell Orb causes the use of Psijic Order abilities to build up a charge, which will launch an orb at the nearest enemy every five castings, dealing either Magic Damage or Physical Damage. The type of damage done will depend on your Magic and Physical Damage values, using whichever of the two is higher.[verification needed — What happens if they're equal?] You have a 10 second period between castings before the charge dissipates. Note that this means you can have up to 50 seconds of charge if you wait until the last second for each casting, though this can risk losing your charge if you're not careful about counting the seconds.[verification needed — Or is it 10 seconds for all 5?]
- Imbue Weapon is probably the best skill to use with this, as other Psijic Order skills are more situational and/or hampered by long casting times. Mend Wounds may be a good choice for a healer. Time Stop or Accelerate may be useful as 1 out of the 5 charges, but are in general not as easy to build up charges in time. Meditate does not work at all.