Build of the Week: Avatar of Fire Shockwave Totem Witch
Very interesting take on this, pretty cool build
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Thats a nice build!
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Interresting build!
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Very, very well thought through. The damage comparison to the phys crit swt demonstrates nicely how powerful elemental penetration is thanks to dual curse, gem and passives. Compared to that my non-crit swt toon only using vulnerability increasing the phys portion looks like a joke.
However I noticed two downsides: Even with a level 17 clarity the mana regen isn't high enough, in the video we can see that it was difficult to put down both totems and both curses. And if both curses aren't in place the damage effectiveness goes down. Second the cast speed was relatively low compared to a Doon swt char. I found having a ton of cast speed on swt clearly makes up for damage loss because you stun lock everything, adding a lot of safety. But still: An awesome build. I always feel so dumb and uncreative when I see stuff like this :D ### r4wb1rd ###
Twitch: http://www.twitch.tv/r4wb1rd YouTube: https://www.youtube.com/user/r4wb1rdGaming/ Babel PoE: https://github.com/rowolff/babel-poe/releases | |
Cool build and smart use of mechanics! Totems + bow&quiver... :D
Don't know what map-mods Chris was using, but he made the build look so squishy :D Here's an atziri kill by the build-creator https://www.youtube.com/watch?v=Ny4dvnHjRiM - looks much much stronger! Thanks for the regular content GGG. "Fixing the endgame was hard - No matter how hard we buffed red maps, people would keep spamming Gorges.
So we turned Gorge into a red map" | |
Nice idea, but do not use his comparison to phys swt, it's all full of mistakes.
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thx :D a Youtube-Link ;)
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Is this a low life build, or is loosing health part of the build? :/
Sadly SWT-Build worked already months ago, when the Totem buff came. Anyways thanks for posting | |
Well sounds good but when you look at the build closely you realize quickly that it is awefull.
Are you running out of good build for your BotW series? | |
" I filmed the gameplay stuff in the video, and though there were runs where I stayed back and let the totems do the work, I thought it would be more entertaining to use this. Usually my goal in making/recommending footage like this is not to show off how great I am and more to put the build through a wide variety of scenarios in a very short time. Like I'll usually have about a minute to fill, during which I want to show varied gameplay, lots of different skills (especially if they weren't mentioned in the script) and as many different situations as I can. That tends to result in runs where I play safely, runs where I rush ahead recklessly, runs where I'm deliberately trying to use every support and movement skill regardless of whether they're strictly necessary, and all sorts of combinations of the above. It's more true to the actual experience to just use an optimal playstyle, but I like to think if it can survive me putting it through a gauntlet of mostly unnecessary damage, it'll be fine for anyone wanting to play it sensibly. I get that it may be worth toning down the recklessness a bit though. Gameplay & Level Design
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