Arrow Dodging

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EpsiIon wrote:
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pneuma wrote:
In act 1:
- Spitting crabs (normal, cold, vulnerability)
- Rock throwing bandits
- Skeleton archers (normal attack, puncture, lightning arrow)
- Ghostly archers (puncture in cave of wrath)

In act 2:
- Bandit archers (for krait, alira, and oak, all over the place)
- Skeleton archers (normal attack, poison arrow in chamber of sins)
- Spitting cobras (chaos damage attack!)
- Wand ghosts (power siphon)

In total, areas with projectile attacks (off the top of my head):
- Act 1 has 18 areas. Of those 18, 11 have projectile attacks (though the vast majority aren't arrows and aren't really dangerous).
- Act 2 has 22 areas. Of those 18, 17 have projectile attacks (most are in fact arrows and they really hurt, not to mention chaos spitting cobras).

Arrow Dodging is probably the strongest single node in the game and will amaze you if you get it to double to the evade cap of 95%. You'll be able to facetank an entire screenful of Kraityn's Explosive Arrow archers and not give the slightest of fucks. There could definitely be more variety and prevalence of projectile attacks, but it's strong as is.


You're missing the wand pirates in act one, who, though it looks like a spell, they actually are shooting a projectile.

There are wand pirates in act one? Where? I can only think of the ones in act 2, waterfall cave level 2.
The allflame map I think?
IGN: Iolar
No, neither ship graveyard nor ship graveyard cave have wand ghosts.
I can't help it, I simply must sperg out. Sorry :P
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EpsiIon wrote:
Or there are red fiery orbs of doom flying at you, chances are these are not applicable, because spells cannot be evaded without Phase Acrobatics.

Evasion is not Dodge, and Dodge is not Evasion.

Evasion Rating is rolled against Accuracy, and allows you to Evade Attacks.
Arrow Dodging (confusingly) doubles your chance to Evade; not your chance to Dodge.
Dodge is granted by Acrobatics, and Phase Acrobatics. Neither passive has an effect on Evasion.
As such, you can never Evade Spells, but you can Dodge Spells with Phase Acrobatics.

Main reason I don't like the name Arrow Dodging, right there :) It's confusing since it doesn't do anything to your Dodge chance.
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Vipermagi wrote:
Main reason I don't like the name Arrow Dodging, right there :) It's confusing since it doesn't do anything to your Dodge chance.
And applies to more than arrows.
I agree that the name leaves something to be desired.
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pitty wrote:
I thought my character build was great, until i took a chaos arrow to the knee..


Ha ha :) (same here)
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pneuma wrote:
In act 1:
- Spitting crabs (normal, cold, vulnerability)
- Rock throwing bandits
- Skeleton archers (normal attack, puncture, lightning arrow)
- Ghostly archers (puncture in cave of wrath)

In act 2:
- Bandit archers (for krait, alira, and oak, all over the place)
- Skeleton archers (normal attack, poison arrow in chamber of sins)
- Spitting cobras (chaos damage attack!)
- Wand ghosts (power siphon)


can anyone make/confirm a list of act 3 mobs that shoot "arrows"
.
.
.
.
in particular, i'm curious if those mobs in level 3 lunaris temple that shoot 2x red projectile like a machine gun... is it spell or arrow?

and what type of damage is it? physical? fire? chaos? a combination of them? i think it says does fire damage but it really needs a nerf if so. i ask because it rapes and i have really good armor and max fire resist and very high hp. on NORMAL with max fire resist you take massive damage in less than a second. how can it be mitigated if fire resist does nothing against it? this is why i am looking into arrow dodging as a possible solution. can anyone confirm it works against them?
bump for more info on previous post question
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infected wrote:
bump for more info on previous post question


haha I'm interested as well. Those guys are so annoying, especially as they are seemingly always paired with the vulnerability whip guys on maps. Luckily, they have very little hp, so they're MUCH less annoying than my worst-nightmare, a pack of magic Fire Rollers.

But yeah, one of my next builds is going to be some kind of Eldritch Battery build with a lot of evasion, so it'd be great to know the specifics about that annoying machine gun.
ign: Aan_allein
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infected wrote:
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pneuma wrote:
In act 1:
- Spitting crabs (normal, cold, vulnerability)
- Rock throwing bandits
- Skeleton archers (normal attack, puncture, lightning arrow)
- Ghostly archers (puncture in cave of wrath)

In act 2:
- Bandit archers (for krait, alira, and oak, all over the place)
- Skeleton archers (normal attack, poison arrow in chamber of sins)
- Spitting cobras (chaos damage attack!)
- Wand ghosts (power siphon)


can anyone make/confirm a list of act 3 mobs that shoot "arrows"

As stated before, it's any projectile ranged attack.

Like I did before off the top of my head (and that previous list is missing monkeys throwing "stones"), here's act 3:
- Skeleton Archers (City of Sarn, Docks)
- Spitting Crabs (lightning damage, various sewers)
- Spitting Snakes (chaos damage, slums, warehouses)
- Statue Archers (ice damage, marketplace, solaris)
- Tentacle Miscreations (some fire? damage, lunaris)
- Piety's ice form (ice damage arrows)

Those are all the ones I can think of.
Broodmothers shoot fireballs, fire/poison alchemists throw traps which drop spells, ribbon casters do spells, voidbearers are like flame totems, arc casters do spells.

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