Explosive Arrow Marauder (Updated for Release)

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Pastromy wrote:
Static blows will be essentially useless. This is because you need to do over 3% of a monster's life in lightning damage to get a shock stack. Since you're not specing into any lightning/weapon elemental damage, it will be impossible to get a long enough shock stack to make use of it (most likely, you won't get any shock stacks at all).


Very good point. I did not know that. Thanks.
ヽ༼ຈل͜ຈ༽ノ POE OR WELL MET ヽ༼ຈل͜ຈ༽ノ
Has anyone tried using faster projectiles with EA? The large damage bonus to projectiles seems useful.
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nthnleo wrote:
One guy mentioned that EE doesn't work because the fuses don't all ignite at once. Can anybody else confirm this?


I mentioned that, and it's not incorrect.

Explosive arrow does work with EE, and the explosions do go off at the same time, on the same target.

I use LMP for my area damage, and if you are firing with LMP you are hitting lots of monsters at once... but the explosions go off after a set time, AFTER they hit.

So after the first explosion goes off, even if only very slightly before all the others, because one monster was a tiny bit closer than the others... the area fire damage is going to boost the fire resist of all the monsters around it, right before all the other explosions go off.

This is why I said EE will be very strong for single target explosion arrow, but really bad for using LMP, which is the fun part of the build in my opinion. It's just fun to see tons of arrows and explosions going off everywhere.
Last edited by PhreEkGarden on Feb 25, 2013, 6:43:41 PM
Also I don't know why you would use LA in order to activate EE, just have lightning and cold damage added to your normal attack via an armor or ring or quiver affix.

The initial arrow is a normal physical arrow attack that will proc the lightning and cold damage on your target and make the target -50% to fire and then the explosion does fire damage.
From the wiki:

The damage of the explosion is considered projectile damage, but not weapon damage.

Non-weapon Elemental Damage: The damage of the applied charges is increased by elemental damage and fire damage passives, but not by elemental weapon damage or spell damage passives.


I notice you get the %inc weapon ele dmg nodes... according to this they dont do anything?
4l/Crafting Store
http://www.pathofexile.com/forum/view-thread/273839
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Dignam wrote:
From the wiki:

The damage of the explosion is considered projectile damage, but not weapon damage.

Non-weapon Elemental Damage: The damage of the applied charges is increased by elemental damage and fire damage passives, but not by elemental weapon damage or spell damage passives.


I notice you get the %inc weapon ele dmg nodes... according to this they dont do anything?


Unless I am not seeing the nodes you are talking about, he gets "elemental damage" nodes not "weapon elemental damage" nodes. There is a difference.
On the way to the templar health stuff in the starting area gets all 50% worth of increased elemental damage with weapons
4l/Crafting Store
http://www.pathofexile.com/forum/view-thread/273839
"
Pastromy wrote:
Static blows will be essentially useless. This is because you need to do over 3% of a monster's life in lightning damage to get a shock stack. Since you're not specing into any lightning/weapon elemental damage, it will be impossible to get a long enough shock stack to make use of it (most likely, you won't get any shock stacks at all).

well damn, I didn't know that xD well that just messed my whole plan up then lol

how about the fire damage nodes down near the blood magic passive? also the ones up near the templar starting nodes?

do you think they worth it to pick these 2 up to boost explosive arrows blast damage?
IGN: Xiandrii
Timezone: London, GMT
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PhreEkGarden wrote:
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nthnleo wrote:
One guy mentioned that EE doesn't work because the fuses don't all ignite at once. Can anybody else confirm this?


I mentioned that, and it's not incorrect.

Explosive arrow does work with EE, and the explosions do go off at the same time, on the same target.

I use LMP for my area damage, and if you are firing with LMP you are hitting lots of monsters at once... but the explosions go off after a set time, AFTER they hit.

So after the first explosion goes off, even if only very slightly before all the others, because one monster was a tiny bit closer than the others... the area fire damage is going to boost the fire resist of all the monsters around it, right before all the other explosions go off.

This is why I said EE will be very strong for single target explosion arrow, but really bad for using LMP, which is the fun part of the build in my opinion. It's just fun to see tons of arrows and explosions going off everywhere.


Great that's what I thought, decided not to go EE. Currently I'm using EA with LMP, Faster Attacks, and LOH. Hopefully I can get my hands on a 4 or 5l silverbranch. I use bear trap x2 with added fire damage for single target rares and bosses, flame totem to draw aggro, and poison arrow just for the extra dps. Which curse is better to run for an EA build without elemental proliferation that relies purely on fuse explosions: Flammability or Projectile Weakness?
IGN: Swolseidon
I would use flammability. Projectile Weakness has a pierce chance.

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