Incinerate | 2 totems | CI | 2 curses | Awesome DPS with low gear requirement

"
If each of the many many hits try^s to create its own or if they are summed up in-between a certain timespan)

Each hit creates it's own timer. Here's how the time works . http://en.pathofexilewiki.com/wiki/Status_Ailments
It should chill more once you get a lot of ele damage/spell dmg and level up the gem.
I have now made it into merc with this spec, started running a few days ago when I saw this thread. This is an insanely powerful group build. Things just absolutely melt. I have decided to go with added chaos vs the added lightning and totems are currently doing 159 dps (tooltip).

I am finding that solo is a bit harder than I thought it would be as my totems die quite quickly. Is there a way to see the totems hp? Is it worth spec'ing into the added life to totem in the middle of the passive tree? While I dont expect them to never die, what would be the best way to increase they survivability? Im am currently running dual curse with temp chain and flammability (dont have orbs to get ele weakness). I have started to experiment with summon skele and find them a bit effective in increasing survivability of the totem.

What's wrong with re-casting totems?

They are very cheap with this build, no big deal.

I wouldn't advise to get more totem nodes. That's really not necessary.

Re casting isnt a problem unless they die instantly and i have 10 mobs charging at me. Maybe its the way ive pulled the mobs but i was just curious if others are taking the added hp on totems or not.
"
MrButterrs wrote:
Re casting isnt a problem unless they die instantly and i have 10 mobs charging at me. Maybe its the way ive pulled the mobs but i was just curious if others are taking the added hp on totems or not.


When you're ramping mobs up, especially melee, take advantage of your Temporal Chains. I don't even use TC yet, because I saved Dual Curse for my last move on the skill tree.

Ramp mobs up, curse them and place the totems a tad bit away from them. That gives your totems a second or two to get those stages up and once the mobs arrive, they will burn instantly.

Large archer packs are annoying, you have to protect the totems via Frost Wall or constantly replace them. Placing them at different sides of the pack all the time, so one can always shoot for a considerable amount of time.

Works for me, really never have issues. Even without TC, as mentioned.
Last edited by Unimatrix#6268 on Mar 22, 2013, 5:08:08 PM
I've never made a fire witch before and wanted to. Almost all my builds are dual totems so thought I'd give this one a go. I'm really curious how this stacks up against a flame totem build. I rolled a witch earlier with intentions of making a build close to this one.

However, I tried out various different skills on totems to see how they work out and at level 31 2x flame totem are better. I'm just wondering if that will change the higher you get? With incinerate you need 2 sockets as well. Where as flame totem is one. Not to mention you still can crit with flame totem. I'm not knocking this build or anything just curious. Thank you for taking the time to write it up for us =)
"
rahven32 wrote:
I've never made a fire witch before and wanted to. Almost all my builds are dual totems so thought I'd give this one a go. I'm really curious how this stacks up against a flame totem build. I rolled a witch earlier with intentions of making a build close to this one.

However, I tried out various different skills on totems to see how they work out and at level 31 2x flame totem are better. I'm just wondering if that will change the higher you get? With incinerate you need 2 sockets as well. Where as flame totem is one. Not to mention you still can crit with flame totem. I'm not knocking this build or anything just curious. Thank you for taking the time to write it up for us =)


2x Flame Totem is better compared to what exactly? What did the test setup look like?

True, Flame Totem has a crit chance and room for an additional support gem. But it doesn't have ramping up stages, making you deal 80% more damage with each one.

And if you factor in quality, Incinerate comes with built-in Faster Projectiles (well, almost), so that support gem advantage diminishes.

Incinerate is also way cheaper in terms of mana.
Hi! I've been leveling a witch to give this build a try. I'm level 41 right now, so I should have asked this question earlier. What bandit rewards did you take? I went with skill point in normal, and I have yet to do the one in cruel.

Thanks!
Silver Kiwi is best kiwi!
Flame Totem better than Incinerate in a 4L? I rolled a HC character for the 1st time so my funds/items etc are limited. I'm level 39 still in normal and have a 4L searing touch. I'm rolling with: Incinerate - Faster Casting - LMP - Spell Totem in the 4L now.



So which would be better in 4L?

Incinerate
Incinerate-Spell Totem-Faster Casting-LMP


Flame Totem

Flame Totem-Faster Casting (not sure if as important with flame totem...could do LiDamage)-LMP-Faster Projectiles or dmg.

Obviously, no gem leveled right now and probably under geared except for the searing staff.


Last edited by Katyperri#6932 on Mar 24, 2013, 2:14:47 PM
I just like to mention that faster projectile support gem will increase the range of the incinerate. Just another option you can take.

Tested on voidbearer spectres should be the same concept with incinerate the spell.
Necronomicon: https://www.pathofexile.com/forum/view-thread/1617098
Build: https://www.pathofexile.com/forum/view-thread/409940
Summoner Dischord: https://discord.gg/XwWdSUa
Youtube Channel: https://www.youtube.com/user/zhoukon

Report Forum Post

Report Account:

Report Type

Additional Info