[Strongest Solo Variation: Projectile Madness Spectres] LMP/GMP Ice Spear 2x Totem 2x Curse 3x Traps

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Chizzle wrote:
So is it normal for these uber totems to get almost 1shot?

Say I'm trying to farm Western Forest. I run down the road, find a pack, summon my totems, and by the time I get the 2nd cast off, the first one is already dead. It may have gotten 1-2 shots off, but it's getting destroyed almost instantly. Is this just how it works and I need to get more mana and mana regen so I can chain summon?
You might want to watch a stream or something, because this was never my experience leveling and now shifting more towards maps. No, they should not be getting 1-shot, or even 2-shot, except for occasional elites with extra projectiles or incredibly hard-hitting melee, like that golem guy or Brutus. Yes, if you throw a totem into a melee pack with fast/extra physical damage aura it may not get a shot off. That's what conversion traps are for though, once they start fighting each other, curse and totems down and watch the show.

Don't drop totems right on them unless they're laughably weak white mobs, lead them and separate your totems so they cover each other. If you're running 2-3 curses, think about using a defensive curse. (temporal chains is my personal favorite, projectile weakness if in party with bow-users) And if you're fighting 10+ mobs and they are getting close to totems for some time, cast one every 8-10 seconds even if it isn't dead yet. Continue to place them 1/3 to 1/2 screen apart, so they have to walk through the fire (err, cold) getting slowed and frozen.
Twitch.Tv/DaskitzO Live for about 1 to 2 hours.

What would be the avg totem dmg for a 50s and 60s?
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Silenkiller wrote:
yooooo what about a cold pen support gem in with LMP or GMP???


I think toward the beginning of this thread it was said that cold pen won't work because there is nothing to penetrate once you have taken resists to negative with curses.

This is wrong though. I don't have the link anymore, but I found a dev post saying that the description should really be "reduces monster resistance by X%" or whatever.

My frostbite and elemental weakness gives -44% each. I don't know how important another 25% or whatever is then. Personally, I only have 4L and am running item rarity in the one slot. If I changed that it would probably be for faster casting. Since 61 I had finished the game and done maps with a friend. He has big freezing pulse damage and I am more for support, so my lower damage is fine and I can solo anywhere as long as I am careful.
After 2 Exalted

20 Armor Scraps

1 Divine

233 Chromatic

166 Fusing

23 Jeweler's Orbs


Guide to What to Take for Bandit Rewards and Why
https://www.pathofexile.com/forum/view-thread/109396/page/1/#p1092180

IGN: Kech
1 Exalt = 6 GCP = 18 Chaos/Regret = 40 Fusing
Kech, sick boots brother.
For the classic build, would it be better to go wand+spirit shield or dual wands?
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Kech wrote:
After 2 Exalted

20 Armor Scraps

1 Divine

233 Chromatic

166 Fusing

23 Jeweler's Orbs




Why would you ever waste that much currency on a pair of boots? They are nice, but still, that's beyond ridiculous.

Edit: They aren't even perfect, but whatever makes you happy I suppose.
IGN: Obsii

Twitch.tv/Obsolithion
Last edited by Bmxant#7422 on Feb 9, 2013, 4:08:19 AM
"
Bmxant wrote:
"
Kech wrote:
After 2 Exalted

20 Armor Scraps

1 Divine

233 Chromatic

166 Fusing

23 Jeweler's Orbs




Why would you ever waste that much currency on a pair of boots? They are nice, but still, that's beyond ridiculous.



Because they are end game boots.
Guide to What to Take for Bandit Rewards and Why
https://www.pathofexile.com/forum/view-thread/109396/page/1/#p1092180

IGN: Kech
1 Exalt = 6 GCP = 18 Chaos/Regret = 40 Fusing
"
Kech wrote:
"
Bmxant wrote:
"
Kech wrote:
After 2 Exalted

20 Armor Scraps

1 Divine

233 Chromatic

166 Fusing

23 Jeweler's Orbs




Why would you ever waste that much currency on a pair of boots? They are nice, but still, that's beyond ridiculous.



Because they are end game boots.


How does that "Enemies can have 1 additional curse" scale with groups? As in, if everybody in my 6man group has them, can the mobs have 6 additional curses (plus our talent for double)?
IGN: Naforce

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