[1.3.0 HC] Zaun's Level 100 Blood Magic Dual Crit Flame Totem (Atziri HC Capable, 200k+ shotgun dps)

"
Tyranastrasz wrote:
"
idrgz wrote:
which side do you guys usually go first for while leveling? i mean left side going down for blood magic seems kinda weird since you wont use totems since like 57~ anyways right? dunno what to do


Flame totems are usable and viable the moment you are able to equip the gem, so yes going leftside down to bloodmagic is a common choice, at least for me.

Naturally leveling can be done with other means aswell and with twink gear, hell you might even be faster. But that subtracts from the flame totem experience id say.


well im a bit afraid of that :D 2 days ago when i made marauder flame totemer and equipped it at like 47 i had a whopping 130 tool tip dps with 4 link in cruel so yeah........... :D i know we need tabula and stuff for 6 link early on, but still 130.. lol
Hi , thanks for this build.

I was wondering if you only regain life by flasks and the 1% life regen in templar area?
Or do you also get life from assasin mark when the kill is done by the totems?

thanks bye
"
idrgz wrote:
"
Tyranastrasz wrote:
"
idrgz wrote:
which side do you guys usually go first for while leveling? i mean left side going down for blood magic seems kinda weird since you wont use totems since like 57~ anyways right? dunno what to do


Flame totems are usable and viable the moment you are able to equip the gem, so yes going leftside down to bloodmagic is a common choice, at least for me.

Naturally leveling can be done with other means aswell and with twink gear, hell you might even be faster. But that subtracts from the flame totem experience id say.


well im a bit afraid of that :D 2 days ago when i made marauder flame totemer and equipped it at like 47 i had a whopping 130 tool tip dps with 4 link in cruel so yeah........... :D i know we need tabula and stuff for 6 link early on, but still 130.. lol


Just level your FT and support gems and use searing bond instead until about level ~65.

Searing Bond + increased burning damage (+empower if u got one) in a + fire gems sceptre will really take you a long way. I even specced into Holy Fire for leveling. Was about 7k burning damage tooltip by level 65.
would you guys consider going for totemic mastery near the scion life wheel ? we only need 3 points to get there, and it seems like a good boost for totems dmg/life/more resists for totems, ofc we would need to sacrifice couple of crit nodes.
Those who are playing this build what Vaal gem setup are you using?
Hi,

I am new and I played a dual flame totem build in torment, and now going to try this one. Could you or someone more knowledgeable than myself please quickly put a priority on offense and defense states I should focus on. For example defense wise, should I focus on evasion, armor or energy shield?

Also what confuses me is the build states "Avoid taking spell dmg" passives, and then also says to take faster cast and crit, yet the build picks up spell dmg nods right at the start instead of faster cast nodes. *confused*.

Offense:
1) ?
2) ?
3) ?

Defense:
1) ?
2) ?
3) ?

Also I was wondering, if I don't choose to use the power charges (ice spear) then what other spell do I use? I found with my other flame totem build, that I could be using "something" while my flame totems are going for 24 seconds. Why just stand there and do nothing for 24 seconds? How about fire traps? Or, detonate the dead if that isnt nerfed by Ancestral Bonds, I know fire trap isn't.

Also, why not pick up Firewalker? It's only 1 node away. And right next to it is Lightningwalker, if you are running added lightning damage, wouldn't that be a good node to pick up?

Thank you.
Last edited by ivqancorp#3038 on Jan 19, 2015, 8:26:33 AM
"
eajcook wrote:
Those who are playing this build what Vaal gem setup are you using?


Vaal haste with increased duration,for me atleast.

You can allmost perma chain them if you keep a decent pace and have an eye on remaining duration.

You have to keep in mind that anything beside auras has to be trapped as Speccing into double totems removes damage from all direct damage skills.


"
Hi,

I am new and I played a dual flame totem build in torment, and now going to try this one. Could you or someone more knowledgeable than myself please quickly put a priority on offense and defense states I should focus on. For example defense wise, should I focus on evasion, armor or energy shield?

Also what confuses me is the build states "Avoid taking spell dmg" passives, and then also says to take faster cast and crit, yet the build picks up spell dmg nods right at the start instead of faster cast nodes. *confused*.

Offense:
1) ?
2) ?
3) ?

Defense:
1) ?
2) ?
3) ?

Also I was wondering, if I don't choose to use the power charges (ice spear) then what other spell do I use? I found with my other flame totem build, that I could be using "something" while my flame totems are going for 24 seconds. Why just stand there and do nothing for 24 seconds? How about fire traps? Or, detonate the dead if that isnt nerfed by Ancestral Bonds, I know fire trap isn't.

Also, why not pick up Firewalker? It's only 1 node away. And right next to it is Lightningwalker, if you are running added lightning damage, wouldn't that be a good node to pick up?

Thank you.


Lets see if I can clear things up a little for you!

With this build you focus defense wise exclusively on Max life and maxed resistences.
You cant aquire meaningfull armor/evasion/ ES values (Beside roughly 1k ES through an infernal Mantle) to make an impact.

Your "defense" is your CwDT settup with immortal call and your "movement".
Letting totems get the aggro and staying mobile is a very potent way of avoiding damage as totems become a "fire and forget" type of abilty.

So as usual your focus should be 1. Max res 2. Max life 3. Duration of Immortal call for the cwdt.
(atleast in this version)

Considering the offenses:
I dont know exactly where you read to avoid spell damage but maybe you missunderstood something at some point.
Spell damage is very effective with flame totems, no doubt and the starter which spell damage nodes are very powerfull. But the issue with flame totems is that in the early stages of a league/character, spell damage isnt the best stat to aquire for effective damage and clearspeed.

The first things you need to aquire is decent Proj speed (basically increased AoE) so flame totem has a reasonable range and a decent amount of cast speed.
Placing totems costs time and sometimes you have to recast them faster then you can. So covering cast speed and proj speed is mandatory.
It might be less tooltip dps but you will be much more effective like that.
After that you can focus on spell damage.
And after that when you reach high level gear you look for multiple damage stats on jewelry and wands.

So its like this 1. Proj speed 2.Cast speed 3. Spell damage 4./5. Crit chance/crit multi.

Once you have a comfortable amount of proj and card speed you focus on spell damage crit chance and multi.


Lets see, Ice spears for power charges is an accaptable choice.
But you will run fast into the following issue: In solo play you will kill faster then it takes to generate charges, thats why you will sooner or later drop casting them, as it takes away monility and actual clearing speed. Usually you will be in constant movement with flame totems as the kill quite fast, having totems stand for 24 seconds will be a laughing matter (except tough bosses in the atziri type of event).

You can use your spare time while placing to focus on good curse coverage. Secondary spells therefore will be Herald of Lightning with reduced mana ( Maybe with empower into it if you can manage the reserved life). You see it gets rather passive when it comes to damage addition, but with a reason, you just dont have time to actively do more stuff, you WILL be limited by Totem trigger and movement speed.

Firewalker was the Fire damage/fire res node If i remember right?
Usually you want to avoid elemental damage nodes or single elemental damage nodes as your damage will consist of about 30-45% of chaos damage depending on how many heralds you run and wether you have infernal mantle. If you can make use of the Fire res in an effective way, consider it in first place a resistence node with little damage benefit.

Otherwise this build has the issue of allmost not having enough points to fill all the juicy nodes that are available to us, so you have to be very picky in what are the most effective nodes and if you have resistences covered through very good gear, spend them on strong damage or life nodes.
(Avoid Lightning walker for the same matter, resistences if needed but the damage gain is allmost neglectable as you should use added chaos anyway).

Hope this clears things up!
Where is 200K?
i have 80 lvl on this build and 9700dps... RIP and not go to 81lvl :(
"
Tyranastrasz wrote:
"
eajcook wrote:
Those who are playing this build what Vaal gem setup are you using?


Vaal haste with increased duration,for me atleast.

You can allmost perma chain them if you keep a decent pace and have an eye on remaining duration.

You have to keep in mind that anything beside auras has to be trapped as Speccing into double totems removes damage from all direct damage skills.


"
Hi,

I am new and I played a dual flame totem build in torment, and now going to try this one. Could you or someone more knowledgeable than myself please quickly put a priority on offense and defense states I should focus on. For example defense wise, should I focus on evasion, armor or energy shield?

Also what confuses me is the build states "Avoid taking spell dmg" passives, and then also says to take faster cast and crit, yet the build picks up spell dmg nods right at the start instead of faster cast nodes. *confused*.

Offense:
1) ?
2) ?
3) ?

Defense:
1) ?
2) ?
3) ?

Also I was wondering, if I don't choose to use the power charges (ice spear) then what other spell do I use? I found with my other flame totem build, that I could be using "something" while my flame totems are going for 24 seconds. Why just stand there and do nothing for 24 seconds? How about fire traps? Or, detonate the dead if that isnt nerfed by Ancestral Bonds, I know fire trap isn't.

Also, why not pick up Firewalker? It's only 1 node away. And right next to it is Lightningwalker, if you are running added lightning damage, wouldn't that be a good node to pick up?

Thank you.


Lets see if I can clear things up a little for you!

With this build you focus defense wise exclusively on Max life and maxed resistences.
You cant aquire meaningfull armor/evasion/ ES values (Beside roughly 1k ES through an infernal Mantle) to make an impact.

Your "defense" is your CwDT settup with immortal call and your "movement".
Letting totems get the aggro and staying mobile is a very potent way of avoiding damage as totems become a "fire and forget" type of abilty.

So as usual your focus should be 1. Max res 2. Max life 3. Duration of Immortal call for the cwdt.
(atleast in this version)

Considering the offenses:
I dont know exactly where you read to avoid spell damage but maybe you missunderstood something at some point.
Spell damage is very effective with flame totems, no doubt and the starter which spell damage nodes are very powerfull. But the issue with flame totems is that in the early stages of a league/character, spell damage isnt the best stat to aquire for effective damage and clearspeed.

The first things you need to aquire is decent Proj speed (basically increased AoE) so flame totem has a reasonable range and a decent amount of cast speed.
Placing totems costs time and sometimes you have to recast them faster then you can. So covering cast speed and proj speed is mandatory.
It might be less tooltip dps but you will be much more effective like that.
After that you can focus on spell damage.
And after that when you reach high level gear you look for multiple damage stats on jewelry and wands.

So its like this 1. Proj speed 2.Cast speed 3. Spell damage 4./5. Crit chance/crit multi.

Once you have a comfortable amount of proj and card speed you focus on spell damage crit chance and multi.


Lets see, Ice spears for power charges is an accaptable choice.
But you will run fast into the following issue: In solo play you will kill faster then it takes to generate charges, thats why you will sooner or later drop casting them, as it takes away monility and actual clearing speed. Usually you will be in constant movement with flame totems as the kill quite fast, having totems stand for 24 seconds will be a laughing matter (except tough bosses in the atziri type of event).

You can use your spare time while placing to focus on good curse coverage. Secondary spells therefore will be Herald of Lightning with reduced mana ( Maybe with empower into it if you can manage the reserved life). You see it gets rather passive when it comes to damage addition, but with a reason, you just dont have time to actively do more stuff, you WILL be limited by Totem trigger and movement speed.

Firewalker was the Fire damage/fire res node If i remember right?
Usually you want to avoid elemental damage nodes or single elemental damage nodes as your damage will consist of about 30-45% of chaos damage depending on how many heralds you run and wether you have infernal mantle. If you can make use of the Fire res in an effective way, consider it in first place a resistence node with little damage benefit.

Otherwise this build has the issue of allmost not having enough points to fill all the juicy nodes that are available to us, so you have to be very picky in what are the most effective nodes and if you have resistences covered through very good gear, spend them on strong damage or life nodes.
(Avoid Lightning walker for the same matter, resistences if needed but the damage gain is allmost neglectable as you should use added chaos anyway).

Hope this clears things up!


Thank you. This was very helpful. Have some more questions, as I plan to invest some time into this build, but they can wait. It has been a lot of fun so far. Great build.
how do you guys deal with totems dying from 2-3 hits in certain maps ? do i need to have like 20k armor and 150 150 150 resists to make it stop or what lol

Report Forum Post

Report Account:

Report Type

Additional Info