I had no idea about this node, thanks a lot for the feedback
I'll add you to the op if you want
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Posted byPamon Jun 5, 2013, 9:23:06 PM
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"
Hi!
I just wanted to make a few comments regarding your section on a dual totem RoA build. I've built my 81 HC marauder around this concept, and contrary to popular opinion, it is extremely versatile and powerful (and safe) due to several factors.
1. Totems utilize the distance from themselves to the enemy when factoring in point blank and chin sol. This means that you get a multiplier of 1.5 and 2 from having your totem in the enemies face. This is the key to doing major damage.
2. The above point, combined with several other "more" multiplicatives can great rather immense damage. The tooltip is deceiving. This can be done by using the following supports in combination with chin sol and point blank, and a playstyle of refreshing your totems in the enemies' faces:
on a 5L - RoA - Conc Effect - WED - Faster Attacks - Ranged Totem
More multipliers multiply with each other and the additive damage, meaning that this combination with an enemy near the totem is (rough estimate due to the differing nature of elemental and physical damage):
(Damage)(0.6 due to Range Attack Totem)(2 due to Chin Sol)(1.5 due to point blank)(1.5 assuming ~70% of dmg is elemental)(1.7 from Conc Effect)(2 from 2 totems)(1.3 from Projectile Weakness) = 11.93 times the damage of your main attack with no danger to yourself. This makes even small additive increases in damage multiply immensely.
3. Your point about cast speed is an issue, but I find that it is easily solvable by using the haste aura and 1 or 2 jewelry pieces with cast speed.
4. combine these totems with some bear traps and your DPS becomes even more immense.
5. RoA totems can shoot past frost walls for added safety
6. Your point about the range issue can be solved by grabbing the underutilized +15% range node near Iron Grip, which also is by a life node, making your totems much more tanky. with the extra range, my totems often shoot offscreen, giving me a good indication of where the enemy is.
7. RoA totems do not have the same sight issues as ice spear or spark totems. They often will shoot over walls and around corners with ease, making it very easy to position them correctly.
I've been running this dual RoA totem build for a while and it is by far the most powerful and safe build I've been able to design. Grabbing all of the increased AoE nodes and using a carcass jack makes the aoe rather large, so packs of enemies just melt next to my totems.
Just figured I'd comment as I don't see many people considering the use of dual ranged totems.
Do you mind showing your gear and how everything is linked?
Bloodlines: yoona
Standard: PrincessYoona
Vouch Thread: http://www.pathofexile.com/forum/view-thread/495186
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Posted by김태연on Jun 5, 2013, 11:50:56 PM
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"
"
Hi!
I just wanted to make a few comments regarding your section on a dual totem RoA build. I've built my 81 HC marauder around this concept, and contrary to popular opinion, it is extremely versatile and powerful (and safe) due to several factors.
1. Totems utilize the distance from themselves to the enemy when factoring in point blank and chin sol. This means that you get a multiplier of 1.5 and 2 from having your totem in the enemies face. This is the key to doing major damage.
2. The above point, combined with several other "more" multiplicatives can great rather immense damage. The tooltip is deceiving. This can be done by using the following supports in combination with chin sol and point blank, and a playstyle of refreshing your totems in the enemies' faces:
on a 5L - RoA - Conc Effect - WED - Faster Attacks - Ranged Totem
More multipliers multiply with each other and the additive damage, meaning that this combination with an enemy near the totem is (rough estimate due to the differing nature of elemental and physical damage):
(Damage)(0.6 due to Range Attack Totem)(2 due to Chin Sol)(1.5 due to point blank)(1.5 assuming ~70% of dmg is elemental)(1.7 from Conc Effect)(2 from 2 totems)(1.3 from Projectile Weakness) = 11.93 times the damage of your main attack with no danger to yourself. This makes even small additive increases in damage multiply immensely.
3. Your point about cast speed is an issue, but I find that it is easily solvable by using the haste aura and 1 or 2 jewelry pieces with cast speed.
4. combine these totems with some bear traps and your DPS becomes even more immense.
5. RoA totems can shoot past frost walls for added safety
6. Your point about the range issue can be solved by grabbing the underutilized +15% range node near Iron Grip, which also is by a life node, making your totems much more tanky. with the extra range, my totems often shoot offscreen, giving me a good indication of where the enemy is.
7. RoA totems do not have the same sight issues as ice spear or spark totems. They often will shoot over walls and around corners with ease, making it very easy to position them correctly.
I've been running this dual RoA totem build for a while and it is by far the most powerful and safe build I've been able to design. Grabbing all of the increased AoE nodes and using a carcass jack makes the aoe rather large, so packs of enemies just melt next to my totems.
Just figured I'd comment as I don't see many people considering the use of dual ranged totems.
Do you mind showing your gear and how everything is linked?
How do you sustain the mana cost? Surely it must be really high
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Posted byGalaxyon Jun 6, 2013, 1:52:40 AM
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"
Hi!
I just wanted to make a few comments regarding your section on a dual totem RoA build. I've built my 81 HC marauder around this concept, and contrary to popular opinion, it is extremely versatile and powerful (and safe) due to several factors.
1. Totems utilize the distance from themselves to the enemy when factoring in point blank and chin sol. This means that you get a multiplier of 1.5 and 2 from having your totem in the enemies face. This is the key to doing major damage.
2. The above point, combined with several other "more" multiplicatives can great rather immense damage. The tooltip is deceiving. This can be done by using the following supports in combination with chin sol and point blank, and a playstyle of refreshing your totems in the enemies' faces:
on a 5L - RoA - Conc Effect - WED - Faster Attacks - Ranged Totem
More multipliers multiply with each other and the additive damage, meaning that this combination with an enemy near the totem is (rough estimate due to the differing nature of elemental and physical damage):
(Damage)(0.6 due to Range Attack Totem)(2 due to Chin Sol)(1.5 due to point blank)(1.5 assuming ~70% of dmg is elemental)(1.7 from Conc Effect)(2 from 2 totems)(1.3 from Projectile Weakness) = 11.93 times the damage of your main attack with no danger to yourself. This makes even small additive increases in damage multiply immensely.
3. Your point about cast speed is an issue, but I find that it is easily solvable by using the haste aura and 1 or 2 jewelry pieces with cast speed.
4. combine these totems with some bear traps and your DPS becomes even more immense.
5. RoA totems can shoot past frost walls for added safety
6. Your point about the range issue can be solved by grabbing the underutilized +15% range node near Iron Grip, which also is by a life node, making your totems much more tanky. with the extra range, my totems often shoot offscreen, giving me a good indication of where the enemy is.
7. RoA totems do not have the same sight issues as ice spear or spark totems. They often will shoot over walls and around corners with ease, making it very easy to position them correctly.
I've been running this dual RoA totem build for a while and it is by far the most powerful and safe build I've been able to design. Grabbing all of the increased AoE nodes and using a carcass jack makes the aoe rather large, so packs of enemies just melt next to my totems.
Just figured I'd comment as I don't see many people considering the use of dual ranged totems.
Hi SolusCoda
I am very eager to try your dual totem RoA build and actually I have implemented some changes in my char in SC in order to try out how it will play in high end content.
Problems that I have met so far are:
- mana efficiency. Cost of my totem is 75 per each at the moment with useable mana pool of 165, I am not casting anything else than totems from mana pool anyways having everything else linked to BM gems; I have tried using clarity but so far it's hard to tell if it will be sufficient enough;
- no regen maps seem undoable for this build (please verify according to your experience);
So my questions are:
- what auras do you run? (I currently use Wrath/Grace/Anger out of HP and Clarity/Haste from mana pool
- how do you deal with fast-dying totems issue and with totem stuns?
Thanks in advance for your reply, hope to see some feedback from your side :).
Best regards,
krizigu
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Posted bykriziguon Jun 6, 2013, 9:31:08 AM
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i tried out ranged attk totem with roa previously, couldnt get it to work well.
1.) totems die too quickly vs the usual mage type or reflect enemies or multi projectile enemies ( the usual bane of any totem user), but unlike witch maurs dont have the regen to cast totems repeatedly.
2.) when enemies are spread out, roa totem is horribly inefficient in targetting and hitting. unlike spells like EK / FP when it hits everything in close range, or lmp/gmp firebal /icespear or fork spark etcetc. targetting is a huge issue for me, even with a lot of increased radius.
3.) dps is simply lacklustre compared to other forms of totems. and it's not any safer.
so far what worked best for me was to gather a huge mob n then just kill everything in melee range with chin sol. totems couldnt do that for me. i like the idea of roa totems, i just couldnt get it to work as well as i theorycrafted and ended up ditching it.
WTS Tons of good stuff : http://www.pathofexile.com/forum/view-thread/379249
WTB Godly MF witch gear : http://www.pathofexile.com/forum/view-thread/346658
Paying VERY well, just let me know if u have upgrades for me
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Posted by0rochion Jun 6, 2013, 10:06:59 AM
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o and what do u guys think about giving up on inner force? while it was a definite must for anyone who used more than 5 auras pre patch, now the effect is pretty meh, i'm contemplating skipping it all together.
and along with getting rid of inner force, divine toughness n weightlifting doesnt seems worth the amount of points needed either. so if i get rid of that whole top left portion, i get 14 more points to spend on more hp and dps nodes. going down from ele adaptation to get lava lash, 2% life leech and the 2 x 10% life nodes before bloodless seems worth the 9 points.
WTS Tons of good stuff : http://www.pathofexile.com/forum/view-thread/379249
WTB Godly MF witch gear : http://www.pathofexile.com/forum/view-thread/346658
Paying VERY well, just let me know if u have upgrades for me
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Posted by0rochion Jun 6, 2013, 10:15:51 AM
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I did give up inner force, but I think the way down to lava lash is pretty wasted.
lava lash isnt too special if you don´t play with blackgleam and the 2% lifeleech only applies to phys. damage --> almost worthless.
I posted a build on the last page if you want to see my spec w/o inner force.
In general for soloing, what curse do you guys use?
Im pretty torn between projectile weakness and elemental weakness (doing almost only elemental damage).
The only function of PW is the 3x more damage from projectiles, pierce and knockback is pretty wasted on ROA.
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Posted bypennyyyon Jun 6, 2013, 2:27:29 PM
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30%+ more dmg is not 3x lol , and knock back is very useful for RoA
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Posted byaznsky01on Jun 6, 2013, 2:34:57 PM
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sorry, I meant 3x% as in thirty something percent.
knockback is almost not noticable imo.
Last edited by pennyyy on Jun 6, 2013, 4:31:12 PM
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Posted bypennyyyon Jun 6, 2013, 4:30:50 PM
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Sorry for the delay in replying, I've been busy enjoying the new patch : )
"
I had no idea about this node, thanks a lot for the feedback
I'll add you to the op if you want
Sure, you can add it if you'd like.
"
Do you mind showing your gear and how everything is linked?
I can do that (keep in mind my gems may be all screwy as I'm running in IIR/IIQ gear at the moment) :
I run five auras : Haste, Wrath, Anger, Clarity, and Hatred. Clarity and anger are BMed. I use molten shell-inc duration-blood magic-frost wall in a 4l for defense backup and two bear traps for additional single target damage and kiting. I usually use added fire with it, but I gave it to my alt for now.
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How do you sustain the mana cost? Surely it must be really high
I should note that I am using a 4L without WED. The mana cost of my totem is a mere 82, which is actually extremely low for totem users. Using clarity and a few mana regen items I can easily spam totems so even if they die constantly (which rarely happens, due to the hp nodes)
"
Hi SolusCoda
I am very eager to try your dual totem RoA build and actually I have implemented some changes in my char in SC in order to try out how it will play in high end content.
Problems that I have met so far are:
- mana efficiency. Cost of my totem is 75 per each at the moment with useable mana pool of 165, I am not casting anything else than totems from mana pool anyways having everything else linked to BM gems; I have tried using clarity but so far it's hard to tell if it will be sufficient enough;
- no regen maps seem undoable for this build (please verify according to your experience);
So my questions are:
- what auras do you run? (I currently use Wrath/Grace/Anger out of HP and Clarity/Haste from mana pool
- how do you deal with fast-dying totems issue and with totem stuns?
Thanks in advance for your reply, hope to see some feedback from your side :).
Best regards,
krizigu
With clarity, I have 50 mana regen a second and my totems cost 82 as mentioned above, making it extremely easy to spam them with no issues. I reserve all but 125 of my mana (out of 500) and have no issues cursing constantly and spamming totems in the enemies' face. I suggest you grab the 8% elem node and the 40% regen node by the templar after the AoE if you use a similar build to what I showed until you can offset it with regen on gear.
I definitely cannot do no regen maps but this is a problem almost all totem users share since we cannot mana or life leech.
See above for auras and for fast dying totems, I suggest you ensure you are using the highest level totem possible. If your skill isn't lvl 18-20 it will be killed in maps quickly. I suggest buying one preleveled if you cant level it yourself. The skill level determines the totem health. If, for example pre-patch catacombs ice mages freeze and break them, constantly recast them in different positions. The easiest way to get your totems killed is to recast them in the line of fire of spells that the enemy is already firing. You should be recasting totems on this build often anyway since you need to position them next to the enemy for maximum damage.
"
i tried out ranged attk totem with roa previously, couldnt get it to work well.
1.) totems die too quickly vs the usual mage type or reflect enemies or multi projectile enemies ( the usual bane of any totem user), but unlike witch maurs dont have the regen to cast totems repeatedly.
2.) when enemies are spread out, roa totem is horribly inefficient in targetting and hitting. unlike spells like EK / FP when it hits everything in close range, or lmp/gmp firebal /icespear or fork spark etcetc. targetting is a huge issue for me, even with a lot of increased radius.
3.) dps is simply lacklustre compared to other forms of totems. and it's not any safer.
so far what worked best for me was to gather a huge mob n then just kill everything in melee range with chin sol. totems couldnt do that for me. i like the idea of roa totems, i just couldnt get it to work as well as i theorycrafted and ended up ditching it.
1. See above. My totems don't have many issues dieing, especially to reflect. sounds like a lower level totem. I am a Mara and I have 50 regen/s with clarity, which is plenty for me.
2.it sounds like you didn't invest in any increased aoe nodes. The totems naturally target the closest enemy to them, which is exactly what you want them to do to take advantage of point blank and chin sol. With increased aoe from passives, they can wipe out packs without much multitargeting.
3. Not sure how you can say it isn't safer. I rarely ever even get hit. Totems are always safer than trying to get near enemies yourself to take advantage of point blank. with just a 4L, my aoe DPS is 8500 (4.25k each totem) next to the totems without including bear traps. It melts through lunaris 3 and maps easily. I can essentially continually walk forward, staggering my totems in front of me without slowing down too much. Your results may vary depending on gear, auras, and skills. When I do finally 5L my chin sol, I expect around 12k dps from totems alone. But keep in mind, this number is only next to them so it will be a bit lower on average depending on your totem positioning skills.
On inner force: if you are running over 4 auras, I think it is still worth it unless you have to make a skillgramige. I run 5 auras so inner force helps immensely still. (not to mention potions) Also, I'm right next to it.
I should also mention knockback from chin sol. With a fast enough attack speed, melee enemies do not reach your totems, making them last much longer. It's really fantastic, especially with inc. aoe. a single shot can knockback a whole pack.
Phew! That's alot of words. Hope I cleared up the questions!
Last edited by SolusCoda on Jun 7, 2013, 12:51:14 AM
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Posted bySolusCodaon Jun 6, 2013, 9:47:27 PM
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