Holy Flame Totem
" Just tested it on Ledge - not even the slightest difference in range.. Looks like 30% faster projectiles are actually very low and cannot make difference and needs much higher % to be seen - that or I play a different game :p |
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You know what.. It triggers the attack at the same spot no mater if it have the faster projectiles or not, but the flames from the totem with faster projectiles hit the target and without the support not. I was watching only if it will fire the attack or not and how long the flames look.. and ok maybe just a very bit they are longer.
It is a bit weird that the totem triggers the attack without hitting the target.. Last edited by NikoFrozen#5782 on Feb 24, 2013, 1:23:09 PM
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congrats on (re)learning the downsides to totems. they can definitely shoot further than thier range, specially with faster projectiles (and fork and chain). but thier range is where they start doing stuff, which is fairly small.
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I find it odd just based off the wording of LMP and GMP that leveling these two gems up does not increase the damage of the flame totem, since it just says increased projectile damage, and has no problem lowering the dmage of the totem in the first place. Is there something that I'm missing?
Last edited by smgzor#3938 on Feb 27, 2013, 5:18:24 PM
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Should work fine, but Flame Totem's damage per hit is pretty tiny. It's more likely that the bonus is just too small to be noticable.
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" In the case of the flame totem though, its effective range is actually pretty big. Not as big as you can make the flame be, but big enough that it can acquire targets at a fairly safe range if you have faster proj. Unlike Shockwave totem for example which seems to be absolute crap in terms of range and only seems to acquire targets if it can hit them with the base aoe or close to. Judging from the level I saw the flame going further, I'd say it was around +50-55% proj speed that the flame goes further than the totem targetting range, which is already quite a large boost. The biggest downside of this spell I'd say is the unreasonable mana cost for no specific reason. I don't get why it's twice as costly as any other totem in the game, including spell totems on cheap spells. It's basically the same price as spell totems with expensive spells, but it doesn't really do anything but damage in a fairly small area. No freeze proc, no shock procs, no special effects other than the flee ignite can create sometimes, it doesn't scale all that well dmg wise. Limits your supports quite a lot, putting a GMP on it for example makes it uncastable for a melee unless you use blood magic(and even then it costs a lot of health). Really the issue is that it's very expensive as a melee not using blood magic to use. I don't get why it penalizes melees more in that regard. |
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If Flame Totem is able to be affected by LMP/GMP why is it that the keystone passive Iron Grip doesnt affect it as well by increasing the damage?
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Im using dual flame totem + fire traps + bear trap. At first i had superfun with this, but later my dps isnt just enough because i cant spam traps. Flame totem seems to be ok.. tho i haven't found any nice aoe support for it. Atm using LMP.. it's pretty good, but no enough. Im also using knockback.. and with that support i have huge problems. Its good for defensive way.. but it knocks many "elite" monster on a wall and they often get stuck on the wall or even go inside the wall when my totem is knocking them back and after that i cant kill them anymore. That sucks so bad.. i hope they fix this. I really like this build but something could be done to trap cooldowns.. im little bit lost with this now.. :(
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" LMP/GMP affect projectiles. Iron Grip affects projectile attacks. Flame Totem is a projectile spell. |
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hmm, thats wierd i refreshed the forum and didnt see the new posts until i backtracked to this thread again. sorry.
Last edited by Tarngold#6216 on Mar 1, 2013, 3:28:19 PM
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