St. ELMO's Fire (Dual Totem, Dual Curse, EE, Fire Trap Templar) NERFED :( RIP build

just noobish question so pls excuse me :)
its about Iron will - its says something about.. bonus strenght is added to my spell dmg if i recall right..so
lets say i have 200str (and leveling up this gem decreases the casting speed, no other change), how much spell dmg should i get from that ? coz i added iron will and linked with my traps and it didnt change anything dmg-wise.

thx for clarification
Last edited by vladrak84 on Mar 7, 2013, 4:24:08 PM
"
vladrak84 wrote:

lets say i have 200str (and leveling up this gem decreases the casting speed, no other change), how much spell dmg should i get from that ? coz i added iron will and linked with my traps and it didnt change anything dmg-wise.

Iron Will will add 1% extra spell damage per 5 pt of STR you have to the linked skill gem, so 200 STR would give you a 40% spell dmg bonus. You also get an additional 0.75% increased spell damage per 1% of quality on Iron Will.
Fire Traps don't get affected by cast speed so it really doesn't matter what level of Iron Will you link to it. Just refer to the raw damage and not the DPS on the skill tooltip for the real changes.

"
Urpo wrote:

The Fire Trap is casting the explosion spell and the resultant burning area on the ground. So this damage is not cancelled by Ancestral Bond. It doesn't trigger Elemental Equilibrium either, because you're not the one doing the damage. So, the monsters never get a Fire Resist buff as a result of being hit by fire damage. Instead, they have a constant -50% fire resist due to being hit by lightning damage from Arc. Even though the Spell Totem is casting arc, it must count as damage from you or else EE wouldn't do anything at all. :D

Wow, that's interesting. Never thought of it that way. So EE is literally what its description says, only elemental damage caused by you triggers it. Damage from other sources, including traps, do not trigger EE. I guess damage from your Totems still count as damage coming from you.
Now that I think of it, I'd imagine party members who utilize lightning skills would be pretty pissed at us. :D
Not that I've ever partied on this toon anyway.


After the new patch (0.10.2), it does seem that Fire Trap was nerfed in damage in the lower levels. However, it does progressively improve every level and lv15 is the stage where damage is pretty much identical pre and post patch. At the later levels after that the new damage values are actually superior (not so much @lv17 which has the same blast damage average but deals more burn damage).
That is, if I'm to believe the info from the wiki:
http://en.pathofexilewiki.com/w/index.php?title=Fire_Trap&diff=15528&oldid=14505

The decrease in damage from the couple of gem levels prior to lv15 is hardly significant so by the time anyone specs into this build with dual Arc totems, EE and leveled traps, Fire Traps will already be packing some formidable punch! No worries! :)



Also I'm rather pleased 'cause I just had both these two drop earlier today!

Don't think I'll get around to using Chain though with the effin' high mana cost. Now I just need Elemental Proliferation. :D
Last edited by MarsDC on Mar 8, 2013, 8:31:09 AM
Lotta questions here. I will post as many answers as I can.
I have been working on a pvp varient to this build and am actually hoping for a respec. I beleieve I have found a different route of passives to take, focusing more on life end game instead of crit. A shield will always be held now due to end game difficulty and the versatility of shields in pvp.



"
The Fire Trap is casting the explosion spell and the resultant burning area on the ground. So this damage is not cancelled by Ancestral Bond. It doesn't trigger Elemental Equilibrium either, because you're not the one doing the damage. So, the monsters never get a Fire Resist buff as a result of being hit by fire damage. Instead, they have a constant -50% fire resist due to being hit by lightning damage from Arc. Even though the Spell Totem is casting arc, it must count as damage from you or else EE wouldn't do anything at all. :D
This is wrong so to speak. Fire trap does not casue totems to do more damage, but once the enemy takes the fire trap damage, a new EE must be started by the totem. Fire trap does not trigger a new EE to stack.

Lets say enemy is hit by arc totem.
Enemy now has +25% light -50%Fire for 5 seconds or until next elemental damage is dealed.
Enemy hit by Fire Trap within the 5 seconds
Enemy takes damage and has -50% fire res on that damage
Enemy is now back to normal resists until next totem attack.


"
The explanation about the burning ground DOT also makes sense. I'm curious to see if both of your tests find that it stacks or just takes the highest one first.
Burning is stacked just like normal burning but is applied to the ground. Multiple burning only goes off the highest burning damage. I am unsure if the duration is increased though.

"
I'm not positive how the burning ground DOT interacts with Ignite burns from critting or Chance to Ignite, but for regular burns only the highest burn value takes effect at once
Enemies can be burning X2. from the ground and from a crit. It may be wise to stack a chance to ignite gem in there.

I just recently started just using 3 traps due to a new gem config. 4 traps are most preferred but 3 do the job well. Usually in lvl 67 maps solo 1 firetrap will kill a blue mob as long as they have been hit by the lightning.


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
Thanks for the clarification on how EE works, Pete.

Yea, I get why you'd drop crit. I'd planned out a build with a good amount of crit but since starting HC it's simply a luxury i can do without and am taking more life and shield nodes instead.

I'm really curious to see how well a shield build will work with both Stone of Lazhwar ammy and Rathpith Globe shield as equips, plus that one shield spellblock node on the left of templar. I'm sure it'd be awesome!
Last edited by MarsDC on Mar 9, 2013, 8:49:37 AM
hi
i m a kind of apprentice of your build, master :)
this is how i go at lvl 29 normal

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUBBVuLjJ_fPAXvfIM4nYBgbd3zXcZG1xRNBLPwH6IAgW-ePE3YjHZ8uySLPQ999cT2xBUn7fPdGS7Uj7nd8i8=


i plan to go mara tree first for survivability

and my stuff

Spoiler


any comment would be nice :)

edit:any suggestion for bandits? i think to siding with them for normal atm
Last edited by basaran76 on Mar 9, 2013, 4:56:17 PM
bandits: i´d go HP-normal, then +1 skill / cast speed - for cruel-merci OR u can take both skill points
Is Windscream Reinforced Greaves(+1curse,10%eledmg, 12%allres) something you could use to change this build around? i mean if they are good enough to go mapping i guess you dont have to go all the way up for the curse talents, unless you really want the curses never expire talent ofc.
just curious if its viable to have them :)

awesome guide btw!
"
Lowerz wrote:
Is Windscream Reinforced Greaves(+1curse,10%eledmg, 12%allres) something you could use to change this build around? i mean if they are good enough to go mapping i guess you dont have to go all the way up for the curse talents, unless you really want the curses never expire talent ofc.
just curious if its viable to have them :)

awesome guide btw!


and if so, what talents would you choose instead?
Is Windscream Reinforced Greaves(+1curse,10%eledmg, 12%allres) something you could use to change this build around?

I wouldn't the runspeed is slow and +30 runspeed is essential in pvp plus perm curses is essential in pvp as well.

and if so, what talents would you choose instead?
more life.

Welp. I am about to change the guide once more. One final time. My character ended up dieing due to my stupidity and I will apply a few changes that I think would have saved me besides the fact I was drunk and holding a drink while playing. I will continue to occasionally help and ask questions on this build. I did start getting a bit into pvp and I think at high levels this build can beat anything with a few minor changes to passives.
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
I changed The theoretical Passive End Game build:



What Changed and the Reasoning behind them
1.) The build is not immortal. I died due to carelessness as I explained the main reason you would die, but these changes will give additional survivability to both PVP and PVM.
2.) I pick up ALL the marauder hp nodes. Definately needed as well as +hp gear as well as regen which is needed on chaos dmg over time maps.
3.) I dropped the shield block nodes at the top and traded them with the marauder shield block nodes. Because the 4% node also contains +30% shield defenses!
4.) If you look down I picked up "Bloodless" why? Many pvp builds require them top leech off you. Definately worth it to deny them the opportunity :)
5.) I pickws up both of the body and soul mods. Huge energy shield boost is what we are looking for here along with energy shield gear. Granite flasks provide plenty of armor when needed and armor is only useful against physical attacks.

Dueling lessons learned.
6.) I picked up a bunch of resist nodes. Elemental weakness is a pain when dueling and you want MAX resists.
7.) I picked up added burning damage. People with high regen. You need huge burning damage to keep them from regenerating.
8.) In pvp you need to switch arc w/ spark. Although more effective in pvm, arc does not have the range in pvp and players simple run away from the arc. SO while they are burning and running away unable to regen the sparks will be ticking down thier life.
9.) In pvp use 4x curses. replace rings w/ the unique paula rings, and have the curses on weapon swap w/ 2x weapons that have +1 gems. Swap weapons when they have 4 curses and go to town. curses are: Tempa Chains, elemental weakness, conductivity, flammibility. On players that have extremely high dmg use enfeeble in place of conductivity.




How did I die?
Friday night. I had a few drinks (I play better I swear!). I logged in. Immediatly an invite on a map. I joined and entered map. I looked at minimap and began to run to friends on minimap. All of a sudden I am surrounded by champ ninja monkeys. I pop a speed flask and run away I notice I am punctured 1/2 my life is gone. I alt + f4 and I am still running then I see the dreaded resurrect button before I am exited.

lessons learned:
1.) spawn zombies before entering maps
2.) look at map mods before entering maps
3.) cast auras before entering maps also pay attention to map mod and cast proper aura.
4.) don't hold a drink while playing maps ( 1 sip turns into 3-4 sips).
5.) Don't take the wrong route to your buddies in a map
6.) If at all possible avoid entering a map that was not immediatly created because you really don't know whats waiting on the other side unless assured the tp is safe by friends.
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 on Mar 12, 2013, 9:35:03 PM

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