Explosive Arrow Marauder (Updated for Release)
Yea, I have a ilvl 66 grove bow that I'm using Alterations on until I roll attack speed and +2 to bow gems.
I plan on using that late game. | |
Good stuff.
Last edited by the_boss on Feb 18, 2013, 6:15:35 AM
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Would like to see some statistical results with this
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What are the main stats you look for on gear with this kind of build to increase damage? Does anger work with explosive arrow?
IGN: Swolseidon Last edited by nthnleo on Feb 17, 2013, 2:09:43 AM
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The only stats I look for on gear that would buff the damage of EA are %fire damage and %increased attack speed. As I've mentioned before, the only things that explosive arrow damage scales off of are %fire damage, projectile damage, and area damage.
Anger does not work with explosive arrow. At least, not the explosion part--which is the part that matters with this build. As far as statistical results go, they will be really hard to provide, simply because only the base fuse damage is ever shown, so the tooltip will never be accurate. The reason I don't use any life leech with my EA is because I use LA with LoH, LMP, and Chain, which will be better than any life leech from EA--and it doesn't take up any slots on EA. | |
Great, thanks for the info. So basically just build tanky with most of the gear? I just converted to this build from cookie-cutter tank marauder. Cost me some regrets, but was definitely worth it. So far merciless act 2 has been a breeze. One idea I'm using but hasn't been mentioned in this thread is iron will with flame totem.
IGN: Swolseidon
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The problem with using Flame Totem is that it will proc Elemental Equilibrium, so things will always be fire resistant. I highly recommend using decoy or summon skeleton totem instead.
For gear, yea, just look for life, resists, and evasion (since IR) in most cases. Last edited by Pastromy on Feb 17, 2013, 10:03:20 AM
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Explosive Arrow only deals the fire dmg if you let the Fuses explode. so it will only allow you to cause burning after you let them. Continuing to attack will only cause More Fuses to apply Tous Extending the time it takes to deal your main source of damage. Potentially Killing them from the initial Exploasion. in addition will make it longer to kill the targets as you also need to wait for the burning effect.
Would it Not be better to use Burning arrow? Burning Arrow Adds 30% Of your Physical dmg as Fire. Each Level of Burning arrow increases the The Physical dmg. Effectively Increasing the fire dmg. with increased Fire dmg from Armor you will deal even more dmg Tous allowing for even greater Burning dmg with just a small decrease in chance to inflict burning. Burning Arrow Also gains Benefits from: Physical, Weapon Elemental, Projectile, Fire & Burning increases from Passives aswell as mods on gear. Unlike Explosive Arrow wich only Gains Benefits from Non-specific Elemental increases & Burning. Would it not be better to have a Faster attacking bow Over Higher dmg Bow if one intend to use Explosive Arrow? It would allow you to put out more fuses in a shorter duration. as Explosive arrow doesn't Scale with the Weapons Damage for the Explosion. TL DR: I would like to know why you chose to use Explosive arrow over Burning arrow. Last edited by Bretout on Feb 17, 2013, 5:51:13 PM
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" That's one thing that is delaying me specing into EE is I had grown rather fond of flame totem, actually its decoy that is lacklustre I think. Because FT ticks so fast it does a better job of attracting mobs attention, it does damage (decent when it sets stuff on fire) and it might be my imagination but it seems to last longer than decoy. I think decoy needs a buff myself. Having sad that I think I'll bight te bullet tomorrow. Last edited by BlowFish on Feb 17, 2013, 6:36:32 PM
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" The cornerstone of the build is EA and quill rain unique. Quill rain is very fast but halves most damage, EA fuses being a notably exception. That's where the synergy comes from. |