St. ELMO's Fire (Dual Totem, Dual Curse, EE, Fire Trap Templar) NERFED :( RIP build
" Perhaps they changed the gems, or maybe it was a crazy dream? ;) I'd agree that PoE dreams can only be bad for the mind. I've only played OB so I have no other frame of reference, which I why I appreciate you looking into it. I'm only 35 so I have a ways to go before I can test it. |
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" I appreciated that you giving one to me, but I like to earn everything from drop. I'm taking a break from my templar now since I hit lv70 also found this which I needed BoomExplosion - Templar (BOOM!) _Sistar_ - Duelist (currently rerolling him) FakeShooter - Ranger (meh LA, iceshot rangerrr) FakeMaster - Shadow (might start when I get everything) Last edited by Laststranger#1667 on Feb 25, 2013, 8:40:47 PM
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So at the moment I'm debating between two dual totem builds and I thought you guys could give me some valuable input while I'm still pretty low level.
1. First build utilizes more defensive passives and using scepter with a shield. One totem blasting Arc and the other one Ice Spear, while the hero throws Fire Traps. http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAuMEBwSzBVsHpQx9EH8UTRSwFm8ZLhmFGjIaOB0UHwIkqiftKMUsnCynLR82xTbpOVI6MDrYPAU9X0NjRKtG10myTDVMs03YTm1PfVFgUlNVrlXGVw1YB1j1WfNaK13GYG1mnme9bRlwfXFNdhF-r4BWgW-CEIIegziHZYhCi4yMdo9Gj6aQVZeVmK2az5uhnC2dgJ3EnjyeoZ_foLSiAKPypwinhKmVrJisqq-btzG4k7ndvDfAGsHzxp7PZdDQ1I_YJNlh3fPfsOFz42rsOO0g7m_vDu988B_xdvId8i_zvvPd99f60vuq_c8= 2. The second build is more offensive, emphasizing on cast speed and some more spell dmg nodes, while dropping a share amount of armor and resists. The totems are pretty much the same. But instead of scepter and a shield we're going to use a staff to provide another 5L/6L for a second totem. http://www.pathofexile.com/passive-skill-tree/AAAAAgUBAuMEBwSzBVsHpQx9EH8UTRSwFecWbxbzGS4ZhRo4HNwdFB8CJDwkqiY8J6kn7SycLKctHy1HL502xTbpOVI6MDrYPV9Eq0bXSVFJskyzTdhObVBCUlNVrlXGWAdZ81orWm1dxl3yYG1mnme9bRlzs3YRfq9_xoFvghCCHoM4h2WIQouMjDaMdo9Gj6aQVZitm6GcLZ2AnjyeoaIAoi6io6PypwinXKeErJisqq-buJO53bw3wBrB88aez2XQ0NSP1U_YJN3z3nffsOFz42rpc-w47SDub-8O73zwH_Br8XbyHfIv89331_rS_c8= It's always nice to have someone else take a look at your builds and, of course, thanks to St. ELMO for providing a great core to build upon. Last edited by Naudriel#3697 on Feb 26, 2013, 1:01:52 PM
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I got to lv45 on my witch taking steps in following this build and while things were going smoothly, I thought of building it differently, heading towards shadow area for more crit mult/chance and sacrificing resists on the marauder side (but not elemental adaptation). There would be less STR too as a result but I figured that's okay. So I rerolled another witch and much later realized I didn't have to because we get plenty enough respec points, but anyway...
I just hit lv60 on this toon in merciless act II and my thoughts so far: THIS BUILD IS AWESOME. I didn't spec into EE and Dual totems until lv52 even though I had the skill points and necessary gems (faster cast arc totem and 4 leveled firetraps) by 40 for fear of mana problems and dps--I was running lmp fp, skelly totem and traps before then. Once I did though it felt like my fears were groundless. I was cruising through cruel act3 and merci act1 solo and from what I can tell act2 shouldn't be much of a problem either. Really, I was looking for a build that could incorporate arc effectively and I took a liking to firetraps when I got to using them, but I never thought of utilizing EE and that the 2 would synergize so well! I like the fact that it doesn't need OP gear with mad links to be effective (did you notice Pete's dagger doesn't even have spell damage mods?). Thanks a lot for bringing this build to our attention Pete! :) Oh and yes, I tried to verify if cast speed really affected traplaying. I paired traps with faster casting, with iron will (which lowers castspeed) then without. As far as I could see, there really is no difference in trap laying speed so Pete is right. There doesn't seem to be much point in leveling iron will in view of this, unless of course it's going on the arc totem. Note the DPS tooltip will still try to factor this in (thinking traps get affected by castspeed), so it's better to look at the raw damage numbers instead. Last edited by MarsDC#3063 on Feb 27, 2013, 3:12:05 AM
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Naudriel:
Seems interesting that you would want to use two different totems, I assume this is to take full advantage of EE? Personally, I would stick to just arc for faster shock stacking. I tried lmp and gmp ice spear totem with the build for a while, but decided it's not for me. Still, I'd like to see how well your idea pans out. :) From what I see of your two builds, the difference is in more shield/resists vs spell dmg/castspd? I'd suggest picking out the similar nodes between the two, then taking either one when you've got the gear and a good idea which way you'll like to head as you play. If you change your mind, you'll have enough respect points from quests and regrets anyway. You may even want to go the more defensive route first then respec later, especially if you're on hardcore. Besides, 118 skill points is a long, long, long ways off. I believe as of yet no one has gotten close to it? So by the time you do get to that stage you'll find enough regrets to give your character a total remodeling. :) Ah just remembered I had a question for Pete: Is DoT from fire trap's burning ground subjected to EE (thereby affecting subsequent traps and arcs)? If so, is it constant? I can't tell. :/ Last edited by MarsDC#3063 on Feb 27, 2013, 4:09:06 PM
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" Just use a single spell w/ more links. I've tried other spells. Arc is too effective it always hits. which means the fire trap will always have EE triggered. " I beleieve the burning damage on the ground is taken from the original trap damage 133% over the length of the burn. If if they are burning that is another burning stack. SO they can be burning x2. I am not 100% sure on this but I don't even take burning into account I just want them instant dead which is usually what happens anyways. Burning is just icing on the cake. " It did not, but it did have +2 lightning gems which is HUGE and had some nice crit. I did an experiment way back when but +1 gem came out to like 60% spell dmg. But t is for sale right here is hardcore league if anyone wants to buy it for a reasonable price. Goes great w/ spell totem + arc + faster cast. I think it had mana regen too. IGN: YeahCrit My Guides Dual Claw Molten Strike Ranger HC: http://www.pathofexile.com/forum/view-thread/1178252 Elmo Fire Templar HC: http://www.pathofexile.com/forum/view-thread/93967 Last edited by YeahPete#5854 on Feb 27, 2013, 8:27:30 PM
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Pete:
Ah, so the burning ground works similarly to the ignite status ailment rather than "elemental damage". I was simply boggled for a bit over whther a DoT could trigger EE which would make rapid trap throwing less effective. And I've only just noticed that mobs standing on burning ground have that same ignite burning visual effect and lose it when they leave the spot. Thought it might have been something else before then, haha. |
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Ah, so the burning ground works similarly to the ignite status ailment rather than "elemental damage". I was simply boggled for a bit over whther a DoT could trigger EE which would make rapid trap throwing less effective.
Yes they can be burning from the ground trap damage, and the 5% chance to burn of if you crit they will be taking 2 different effects of burn. Damage over time has no effect on EE. IGN: YeahCrit
My Guides Dual Claw Molten Strike Ranger HC: http://www.pathofexile.com/forum/view-thread/1178252 Elmo Fire Templar HC: http://www.pathofexile.com/forum/view-thread/93967 |
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seem like fire trap going to be nerf at low lv.
BoomExplosion - Templar (BOOM!)
_Sistar_ - Duelist (currently rerolling him) FakeShooter - Ranger (meh LA, iceshot rangerrr) FakeMaster - Shadow (might start when I get everything) |
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" whered u hear that from? IGN: YeahCrit
My Guides Dual Claw Molten Strike Ranger HC: http://www.pathofexile.com/forum/view-thread/1178252 Elmo Fire Templar HC: http://www.pathofexile.com/forum/view-thread/93967 |
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