First off, 175% crit chance makes no sense, neither does 60% multiplier. Those numbers don't sound right. Those must be for the passives alone, not the actual crit/mult of the skill. EK's base crit chance is 5%, so 175% crit chance means you are looking at about 14% crit chance on the EK. This is meh. I generally try to keep it around 20%, as crit = dps = survivability for EK, because when you crit you freeze. Also, keep in mind each of the 10 projectiles has a chance to crit, and when one crits, that whole wave crits. So i would at least keep it around 15% minimum to ensure crits.
Second, Attack speed works exactly like cast speed with EK totems, and that is exclusive to EK totems only.
Third, Mana regen, yup it blows balls to drop that much, however it should be ok, just be more efficient and stop spamming ^.^ Once you learn totem placement techniques, you shouldn't have a problem with them dying. Spam 1 curse, that's all you need. Traps... i hardly ever use them, and don't even use them on my FP build. Too much dps, no need.
Below is a small tweak. You wasted 12 points getting dual curse and nothing else. Get a doedre's damning ring if you really want a 2nd curse, but don't waste 12 points on it. I took that off and gave you another 60% crit chance and 26% max hp, and still have some of those 12 leftover.
Yes physical damage affects EK, however i ALWAYS get the skill point, since i switch builds alot and i'd rather have 1 skill point that can be ANYTHING, than be stuck with physical damage while using FP. Know what I mean?
Hope this helps!
First, thanks for the reply.
When I put my build url into exilepro it gives me these crit stats. Critical Strike
85% increased Critical Strike Chance for Spells
110% increased Critical Strike Chance
40% increased Critical Strike Multiplier for Spells
20% increased Critical Strike Multiplier
So I added 85 and 119 to get 175% and 20+40 to get 60 multiplier. I'm not sure if the % are added like that or not but it made sense in my head.
I do agree that 99% of the time I don't need dual curse. It makes things easier for incinerate against some mob types. The damage on incinerate takes a few seconds to ramp up so against ice casters for instance, I cast elemental weakness (or flamability) and temp chains to slow their casting down. Against flicker strick I cast temp chains/enfeeble. heavy resist mobs I cast flamability/elemental weakness. That being said, I could see less of a requirement since the high damage is up front with EK totems. (Note: I do have a dual curse ring in my stash wasting away now).
Now to clarify your statement on attack speed. Attack speed increases EK speed on totems? Does Cast speed effect EK at all then? So both attack speed AND cast speed effect EK?
Thanks for the build suggestions. I won't be taking HP% though as CI until I can get a Shovonne's.
I really like double totem build. this is my first char and I'm trying to use it to get all gear I can cause all I have is really crap :(
I don't have EK so I'm using spark double totem and I found it easier to play as sparks walk around until they find an enemy. In closed spaces they are really usefull.
I have a couple of questions.
Does always little explosion sound indicate a crit?
If one spark gets a critical is this shared with rest of sparks (as EK)?
Should I go for lighting passives or is better to go for generic ones?
If you have any other advice regarding double totem with spark I'll really apreciate it.
happy grinding!
Hey there! Dual Sporker is a fun build! Dominion has an awesome guide on here for one of those ^.^ I wouldn't want to mislead you with information since I haven't tried this build myself, but here is what I can answer.
1. idk
2. No, this mechanic is ONLY with EK
3. I've never broken down a sporker build, so I wouldn't know which way gives you the best numbers.
4. Advice, LEARN TOTEM PLACEMENT. That is the best thing you can do to improve your gameplay. Watch lots of dual totem videos, and definitely pick up the passive "Static Blows" at the very top of the tree under Minion Instability.
First off, 175% crit chance makes no sense, neither does 60% multiplier. Those numbers don't sound right. Those must be for the passives alone, not the actual crit/mult of the skill. EK's base crit chance is 5%, so 175% crit chance means you are looking at about 14% crit chance on the EK. This is meh. I generally try to keep it around 20%, as crit = dps = survivability for EK, because when you crit you freeze. Also, keep in mind each of the 10 projectiles has a chance to crit, and when one crits, that whole wave crits. So i would at least keep it around 15% minimum to ensure crits.
Second, Attack speed works exactly like cast speed with EK totems, and that is exclusive to EK totems only.
Third, Mana regen, yup it blows balls to drop that much, however it should be ok, just be more efficient and stop spamming ^.^ Once you learn totem placement techniques, you shouldn't have a problem with them dying. Spam 1 curse, that's all you need. Traps... i hardly ever use them, and don't even use them on my FP build. Too much dps, no need.
Below is a small tweak. You wasted 12 points getting dual curse and nothing else. Get a doedre's damning ring if you really want a 2nd curse, but don't waste 12 points on it. I took that off and gave you another 60% crit chance and 26% max hp, and still have some of those 12 leftover.
Yes physical damage affects EK, however i ALWAYS get the skill point, since i switch builds alot and i'd rather have 1 skill point that can be ANYTHING, than be stuck with physical damage while using FP. Know what I mean?
Hope this helps!
First, thanks for the reply.
When I put my build url into exilepro it gives me these crit stats. Critical Strike
85% increased Critical Strike Chance for Spells
110% increased Critical Strike Chance
40% increased Critical Strike Multiplier for Spells
20% increased Critical Strike Multiplier
So I added 85 and 119 to get 175% and 20+40 to get 60 multiplier. I'm not sure if the % are added like that or not but it made sense in my head.
I do agree that 99% of the time I don't need dual curse. It makes things easier for incinerate against some mob types. The damage on incinerate takes a few seconds to ramp up so against ice casters for instance, I cast elemental weakness (or flamability) and temp chains to slow their casting down. Against flicker strick I cast temp chains/enfeeble. heavy resist mobs I cast flamability/elemental weakness. That being said, I could see less of a requirement since the high damage is up front with EK totems. (Note: I do have a dual curse ring in my stash wasting away now).
Now to clarify your statement on attack speed. Attack speed increases EK speed on totems? Does Cast speed effect EK at all then? So both attack speed AND cast speed effect EK?
Thanks for the build suggestions. I won't be taking HP% though as CI until I can get a Shovonne's.
Alrighty, then that saves you even more points ^.~ . Attack speed does the exact same thing as cast speed for EK totems, ( dunno if it's meant to work like that ), but both increase the DPS the same amount and are stackable. Keep an eye on that though, they may change it in a patch somewhere in the near future.
Yeah then I would definitely go EB. While hitting spell damage nodes, there is usually a 40% mana regen node around there. Also, shields, amulets, belts, circlets also can have 60%+ Mana regen if you are lacking :)
Started to look at builds with EB ... but honestly I need to waste a lot of points to get there.
So I started to look at mana regen and mana reduced cost instead. On the way i can pick up some speed and Spell damage boosts, as well as HP regens and another diamnd skin.
With the marauders amount of str, it might also be interesting to link Iron Will as support gem instead of added fire.
Keystone
Ancestral Bond: Can summon up to 1 additional totem
Ancestral Bond: You can't deal Damage with your Skills yourself
Stats
+300 to Strength
+130 to Dexterity
+30 to Intelligence
Life
5.4% of Life Regenerated per Second
187% increased maximum Life
44% increased Totem Life
+60 to maximum Life
Mana
120% increased Mana Regeneration Rate
32% reduced Mana Cost of Skills
32% increased maximum Mana
Physical Damage
8% increased Melee Physical Damage
Resistance
+30% to all Elemental Resistances
Attack Speed
27% increased Attack Speed
Cast Speed
6% increased Cast Speed
Armour
52% increased Armour
Critical Strike
You take 30% reduced Extra Damage from Critical Strikes
Misc
15% increased Totem Range
44% increased Totem Duration
+2 to Melee Weapon and Unarmed range
24% increased Projectile Damage
Hey there! Dual Sporker is a fun build! Dominion has an awesome guide on here for one of those ^.^ I wouldn't want to mislead you with information since I haven't tried this build myself, but here is what I can answer.
1. idk
2. No, this mechanic is ONLY with EK
3. I've never broken down a sporker build, so I wouldn't know which way gives you the best numbers.
4. Advice, LEARN TOTEM PLACEMENT. That is the best thing you can do to improve your gameplay. Watch lots of dual totem videos, and definitely pick up the passive "Static Blows" at the very top of the tree under Minion Instability.
:)
thanks for your advice!
I'll go for static blows. I also need to increase life/shield as I get lot of instakills on bosses. still learning :)
Yeah then I would definitely go EB. While hitting spell damage nodes, there is usually a 40% mana regen node around there. Also, shields, amulets, belts, circlets also can have 60%+ Mana regen if you are lacking :)
Started to look at builds with EB ... but honestly I need to waste a lot of points to get there.
So I started to look at mana regen and mana reduced cost instead. On the way i can pick up some speed and Spell damage boosts, as well as HP regens and another diamnd skin.
With the marauders amount of str, it might also be interesting to link Iron Will as support gem instead of added fire.
Keystone
Ancestral Bond: Can summon up to 1 additional totem
Ancestral Bond: You can't deal Damage with your Skills yourself
Stats
+300 to Strength
+130 to Dexterity
+30 to Intelligence
Life
5.4% of Life Regenerated per Second
187% increased maximum Life
44% increased Totem Life
+60 to maximum Life
Mana
120% increased Mana Regeneration Rate
32% reduced Mana Cost of Skills
32% increased maximum Mana
Physical Damage
8% increased Melee Physical Damage
Resistance
+30% to all Elemental Resistances
Attack Speed
27% increased Attack Speed
Cast Speed
6% increased Cast Speed
Armour
52% increased Armour
Critical Strike
You take 30% reduced Extra Damage from Critical Strikes
Misc
15% increased Totem Range
44% increased Totem Duration
+2 to Melee Weapon and Unarmed range
24% increased Projectile Damage
Seeing some major issues here with those stats.
First off, you have literally not a single percent in spell damage. Your totem scales off of spell damage lol...
Second, your attack/cast speed and projectile damage make up for that a little bit.
Third.... you have absolutely no crit chance / multiplier, which means you won't be freezing anything, at all, ever ( very very small chance ).
It looks like it will work, but you will have to build it, and play with it to determine where you need to move points around. It looks like you have some decent survivability here with all the defensive stats, but you may find that you are better able to survive if your totems actually kill things faster ( ie, drop hp/armor nodes and pick up spell damage / crit nodes ). This is an issue I ran into. I went pure defensive, and was getting wrecked because my totems wouldn't kill anything.
First off, you have literally not a single percent in spell damage. Your totem scales off of spell damage lol...
Second, your attack/cast speed and projectile damage make up for that a little bit.
Third.... you have absolutely no crit chance / multiplier, which means you won't be freezing anything, at all, ever ( very very small chance ).
It looks like it will work, but you will have to build it, and play with it to determine where you need to move points around. It looks like you have some decent survivability here with all the defensive stats, but you may find that you are better able to survive if your totems actually kill things faster ( ie, drop hp/armor nodes and pick up spell damage / crit nodes ). This is an issue I ran into. I went pure defensive, and was getting wrecked because my totems wouldn't kill anything.
Well, my reasoning was that from 1 decent item I can get more spell% damage then from like 6 passive nodes. So i would rather spend that a bit on mana regen/reduction, which i expect will be my real issue.
The freeze on crit ... doesn't work with EK? :)
I agree on kill faster, but instead of relying on crits was going for more sustained DPS.
The freeze on crit does work with EK, look at any of the number of vids on youtube / stream that I have recorded for confirmation lol. You have a plausible point with the spell damage / mana regen thing. I may have to look into that if I come back to the game anytime soon. :)