[2.3] Explosive Arrow Build - Uber viable - 100 hc/sc proof - Scion, Witch, Duelist, Mara versions

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Nikitonn wrote:
how works EE ?


By getting rid of any flat fire damage from your items, so EAs explosions can do the extra damage.

Example: You hit with cold from your gloves, therefore EE triggers -50% on all other elements (explosions from EA)

It's super important to reroll / craft flat fire damage into something else.
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Ryuri_yamamoto wrote:
I will do some math on how good are the Unrelenting nodes on this build (life% and mana cost ones).

Imagining you have a EA lvl 20 it will have a base cost of 27 mana (lvl 21 its 28 but I will do the math with a more acessible one)

For a standard 5L I will use these ones :

Explosive Arrow - Greater multiple projectiles(165%) - Fire penetration(140%) - Less duration(120%) - Increased area of effect(140%)

Basicly for a normal 5L you would spend 27 x 1,65 x 1,4 x 1,2 x 1,4 = 104,8 life PER shot !

Considering we got easily 4,5 shots per second before ascendancy , we will get now with all the buffs consistent 5 shots per second , that meaning 524 life per second with only a 5L!

With unrelenting nodes we get 104,8 x 0,85 = 89 mana per shot meaning 445 life per second . A reduction of ~15% meaning you have more 79 life per second that is 1% life regen if you have 8k Life pool and MORE if you have less than 8K life pool.

For 6L these ones :

Explosive Arrow - Greater multiple projectiles(165%) - Fire penetration(140%) - Slower Projectiles(140%) - Less duration(120%) - Increased area of effect(140%)

For a 6L it gets really more advantageous: 27 x 1,65 x 1,4 x 1,2 x 1,4 x 1,4 = 146,7 life PER shot !

It gets to a whooping 733,5 life that you are losing a second

Again, if you use Unrelenting : 146,7 x 0,85 = 124,7 per shot meaning 623,5 a second , basicly , 110 life per second you win , that means 1,4 % life regen if you have 8k life and more if you have less than that .


Basicly, if you consider life regen % to be good , it is impossible not to pick this , much better than bloodless , or vanilla 5% life nodes.


Coming back on this, I just got 10% less mana cost of skills on my blood dance boots from the Labyrinth. It seems to work making EA just a bit cheaper.

Talking about:
EnchantmentManaCostsWhenHit1 53 10% reduced Mana Cost of Skills if you've been Hit Recently

Highest tier would give 18%.
Last edited by foojin#2576 on Mar 7, 2016, 5:01:37 AM
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aitalar wrote:
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Nikitonn wrote:
how works EE ?


By getting rid of any flat fire damage from your items, so EAs explosions can do the extra damage.

Example: You hit with cold from your gloves, therefore EE triggers -50% on all other elements (explosions from EA)

It's super important to reroll / craft flat fire damage into something else.


Doesn't the explosions themselves also trigger EE? So if anything were to blow up faster or slower, wouldn't they all be resistant? Also seems to make walling a lot weaker.
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kssyu wrote:


Doesn't the explosions themselves also trigger EE? So if anything were to blow up faster or slower, wouldn't they all be resistant? Also seems to make walling a lot weaker.


Yes, BUT: a Mob can take up to five fuses (5x EA). That doesnt mean EA will explode 5 times, but 1 big time.

Thats why you hit it with another element for the first time (EA with light/cold from jewelry or armor).

To make it clear: EA itself doesnt have an element, it uses the stats from your items. Only the explosions are fire, thats why we pump fire damage, but reroll flat fire dmg from items.

This way you can just roll with EA all the time without having to use an additional element, because EA ITSELF will just apply cold/light damage again until the explosions occur.

I hope its clear now :)
Can someone answer my question about chance to ignite please, does it not trigger EE?
So I decided to try this build in a new HC league.

Leveled as firestorm+flametotem, switched to EA at 4x lvl, and it sucked so hard, lol.

Spent 5 nodes for dual totems (because pressing one button is easier then two), while leveling EA and it's supports. Refunded them and switched to EA again at the end of merciless, and it was fine on both a3-a4 and early maps.

So, I guess it's much like SRS - later you switch to it, better it is.

I'm 73 now, on lower tier maps (don't liek much trading, my gear still pretty bad) with 4l only I'm oneshooting every pack and any rare/boss if it's near them, but standalone bosses are kinda pain in the ass.

Will burning chance/damage gems/nodes will help with single target damage, or it will be fine with higher lvls? Or something like Emberwake ring?
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MedvedPoe wrote:
Can someone answer my question about chance to ignite please, does it not trigger EE?


Burning damage does not trigger EE. Same goes for all the dots :)
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facelessman122 wrote:
Your abit late to the party on that one mate, thanks for the suggestion though.


Damm :p worth mentioning again then though .


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foojin wrote:
Coming back on this, I just got 10% less mana cost of skills on my blood dance boots from the Labyrinth. It seems to work making EA just a bit cheaper.

Talking about:
EnchantmentManaCostsWhenHit1 53 10% reduced Mana Cost of Skills if you've been Hit Recently

Highest tier would give 18%.



Seems about right that mana cost is good in this, thanks for the feedback.

Btw could you give me feedback about the consistency that being hit recently mechanic ? If you could rate it bewtween 1(never active) and 100(always active) (when it matters, like in battle) , how would you rate it ?
finished the merc lab and got "add fire dmg if you´v killed recently" boot enchant..


Last edited by syraen#1837 on Mar 7, 2016, 11:37:37 AM
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syraen wrote:

finished the merc lab and got this boot enchant..


Thats a pretty nice enchant though , just not for this build at all lol I feel you
Last edited by Ryuri_yamamoto#0566 on Mar 7, 2016, 11:05:29 AM

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