Holy Flame Totem

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dudiobugtron wrote:
You missed a couple of key factors for considering dps:

1) Flame totem gets 1 more support gem (because it doesn't need 'spell totem').

2) Flame totem has a 4% base crit chance (instead of 0%).

If your build already has lots of spell crit chance and multiplier, then flame totem's DPS can ramp up quite a bit, whereas incinerate's won't.
crit weakness says, this difference matters less. one would prefer crit chance more while the other would prefer more crit damage and/or more faster casting than the other.
Don't use crit weakness with incinerate XD
Use projectile weakness or flammability or Elemental weakness.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
they already pierce fully, so proj weak is mostly only for the knockback chance.
flammability and ele weakness are a no brainer, of course take.

problem is most people would double curse so... which two =p? i'd likely flam + crit weak... if i actually was going crit that is.

i only say this and last post because the most recent comments were about crit, not general most benefit for either skill.
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dudiobugtron wrote:
You missed a couple of key factors for considering dps:


A better call out would've been pointing out I didn't factor in the damage decrease from the spell totem. In which the Incinerate Totem is only more than ~40% stronger than Flame (cast speed is reduced, not lessed, so Faster Casting will significantly offset the comparative loss on that front). Which is still on par with the strength of a Concentrated Effect alone (an effect that can't be matched currently by any support gem), not to overlook the super duper on steroids Reduced Mana Cost and and Increased Duration that are innate to it.

The chance to critical I'll give you, but counter with: it costs a ton of skill points just to get you to where the Incinerate Totem starts.

It's kind of karmic how much better Spell Totems tend to be compared to totems, and how bad Traps are to traps. A kind of yin/yang thing there... I dunno I quit.
How much life does Flame Totem have, and will it gain life as you level it, or does it always have the same amount of life?
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Teaboar wrote:
How much life does Flame Totem have, and will it gain life as you level it, or does it always have the same amount of life?
i don't have numbers on anything, but the devs stated things made from all summoning gems (totem support, totems, and all minion gems except dominating blow) have stats linked to the respective gems' levels. a lv 10 totem will have more hp and defenses than a lv 1 totem.
1. Does this totem benefit fully from faster casting, or does the 10% damage effectiveness apply to that as well?

2. How does Pain Attunement work with this skill? Does it increase it's damage by 30% or by 3%?

3. Will added elemental/physical damage from weapons be added to the damage of the totem (after reductions of course)?

4. Will Added elemental/physical damage from all other item slots and support gems be added to the damage of the totem?
Last edited by Teaboar on Oct 20, 2013, 4:55:34 PM
1. FC cares not for Damage Effectiveness..

2. Neither do damage boosts.

3. It's a Spell. Spells care not for flat Elemental damage on gear.
Thank you for the clarification. I have another question though. How do the multiple projectiles support gems interact with this totem? The Flame Totem skill description reads "Summons a totem that fires a stream of flame at nearby enemies.", but does that mean that it fires a single projectile every 0.08 seconds (so LMP would effectively triple the amount of projectiles fired), or how does it work?
Flame Totem just uses Projectiles like most ranged skills. The only difference is FT fires more Projectiles than the rest :P

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