[S]Explosive Arrow Marauder by Slaydemkidz (lvl 96 HC) - For EXPERIENCED Players! (1.2.0)!
" Question. If burning really does scale off of Proj Damage in the near future, would Iron Grip be worth speccing into? Or would that boost not apply then? This build has a ton of strength and that seems like it would be op as hell. |
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What priority would you recommend for getting 20Q gems?
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EA prio and (imo) then the ones that increase chance to ignite, because that's what you want to achieve.
Xantaria or others please let me know when patch is live and how the patch affected the build. I'm so excited but all day at work today :-((( Cheers edit: nevermind still no notes :'( :'( :'( Last edited by Affinity#3941 on Nov 27, 2013, 12:55:09 PM
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Yeah I figured EA > Increased Burning > Chance to Ignite > ele prolif > fire pen > conc effect but I was wondering where other gems like ele weakness would fit in
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god guys ... read the guide again, I see some stuff here that makes me really sad. First of all:
EA > Elemental Proliferation > Chance to Ignite > Concentrated Effect > Fire Penetration > Increased Burning Damage Get quality on EA and Increased Burning Damage first. And I did the math too. Conc Effect > Empower as I like a smaller AoE " Read through Iron Grip again. It ONLY increases Physical damage, and as we don't use any Phys damage it won't affect the build at all. In Addition to all that, the damage is fine and more damage is always dangerous. Last edited by Xantaria#3019 on Nov 28, 2013, 9:41:37 AM
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How does patch 1.0.2 effect this build? It sounds like some heavy nerfs from what I have read and I just hit level 60 and planning to switch over to EA relatively soon and now im wondering if I should do something else if the burning dmg nerfs hurt EA too hard.
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" How does a burning damage buff hurt EA? I don't get it ... we get 79% more burning damage for free as far as I know. |
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" I believe they are referring to the changes to ignite. Anarchy/Onslaught T shirt
Domination/Nemesis T shirt Tempest/War Bands T shirt |
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The Ignite status ailment now deals only 20% of the original hit per second for 4 seconds. This has been reduced as it can be increased in more ways with the damage over time changes.
what the actual FUCK edit: maybe we need to spec into the fire dmg / burn dmg whatever nodes near Blood Magic? pro: buff to build (i guess?!) con: reflect more dangerous Last edited by Affinity#3941 on Nov 29, 2013, 3:20:53 AM
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I think you need a very large amount of %fire damage nodes to compensate for this ignite change, unless I am understanding things incorrectly :/
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