Explosive Arrow Marauder (Updated for Release)
I think that fire damage nodes are better than projectile damage nodes now because the fire damage increase the boom AND burn compared to the projectile damage that increases the boom only. You sort of double dip your burning damage by taking fire damage nodes now. Can't test right now though...
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" After patch projectile should increase burn too. | |
mmmm, I don't think an ignition can be considered a projectile damage, it's a status effect that is increased by fire damage nodes (since patch), burning damage and by the damage of the initial fire attack/spell causing the burn.
Projectile damage would still increase the burn but from the initial explosion damage only, not the burn itself.... if it makes sense. The fire damage nodes would increase both. They might have change it so that a burn from a projectile is considered projectile damage, but who knows, that whole patch is still foggy for everyone... Last edited by Electrospine on Nov 29, 2013, 3:08:00 PM
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Ok so with all the elemental and fire damage bonuses you need to make this build work after 1.0.2, is it still viable in terms of defense?
Also, wouldn't Clarity and some -%mana cost talents solve the mana issues so you could go mana build and nevertheless get enough defense? Building around BM you need to constantly lower your damage by using Split Arrow or stuff to leech life, right? In general, what are your ideas for an EA build after 1.0.2, no matter the class? | |
At ~140 cost per shot and ~4 shots per second you're looking at something like 560 resource cost per second. You wont be close to that manaregen unless you're doing a complete different build. As a sidenote I got 320passive hp regen.
Last edited by Lysithea on Nov 30, 2013, 5:19:32 PM
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I'm wondering about the projectile damage nodes as well. I'll see if I can get a chance to talk to Neonspyder soon and post the results. Other than that, the build doesn't change much.
A quick calculation shows that the build needs 66% increased fire damage from gear/passives/quality gems in order to obtain the same level of burn damage as before. Last edited by Pastromy on Dec 2, 2013, 8:47:34 AM
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Hi all,
are the 10% burning dmg nodes in the immolation circle still better than those 6% fire dmg nodes (apart from the life regen) with the changes to damage over time? | |
Projectile damage increases both explosion AND burn damage.
If you can believe GGG their own patchnotes ofc ;) This build didn't actually change if you use Conc Effect in your 6link (because Conc effect should now also increase both explosion AND burn damage). Calculations according to "Slaydemkidz": Old Damage 33,3% of initial hit per second is the base *60% from Increased Burning damage from the tree *59% from the increased burning damage gem ---> 73,0% of the initial hit as burning damage per second. New Damage with Concentrated Effect 20,0% of initial hit per second is the base *60% from Increased Burning damage from the tree *10% Fire damage from Fire pen with 20% Quality *1,69 from concentrated Effect because it's MORE area damage *59% from the increased burning damage gem ---> 77,4% of the initial hit as burning damage per second. New Damage without Concentrated Effect 20,0% of initial hit per second is the base *60% from Increased Burning damage from the tree *10% Fire damage from Fire pen with 20% Quality *59% from the increased burning damage gem ---> 45,8% of the initial hit as burning damage per second. | |
I run a custom EA build as scion, must say that explosive arrow still destroys after patch.
Was running 74-76 maps last night and was running into NO damage problems even using a 5-link. NO quality on my gems other then a 20% EA, gems all level 19. Going to run a few more tonight to test out the difference now that I have a 6-link and can run conc. effect again. | |
U should actually have a significant damage loss without conc effect, like 20%...
Ofc if u run solo or duo the damage is still amazing. In groups i seem to do less than other popular builds. |