Are Elemental Weakness type curses a newb trap?
" Well the thing though is Curse Immunity never appears on bosses (besides crypt... and honestly that doesn't really matter) and as a map-mod it can be evaded. I would prefer it if they change the map-mod to "Enemies can be afflicted by one less curse", So a triple curse char could still use two curses on them. Also the Mod on bosses is a reduction in efficiency, not less, so having curse nodes makes curses on bosses as strong as on other enemies, which is really cool. You can totally cripple bosses with Enfeeble/Temp Chains or greatly increase damage with Projectile Weakness/Assassins Mark or just Ele Weakness and one Elemental Curse it really depends on your build. My Summoner combines Temp.Chains and Vulnerability and maybe he gets a third curse later, but curses are really good. |
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" However, without the curse you would reduce resistances to (75-37) = 38% because penetration reduces down from 75% if resistances are above that. So the curse will give you exactly 2.6% resistance reduction only. So in builds not dedicated to massive resistance reductions I mostly prefer something like Warlord's Mark / Temporal Chains / Enfeeble + Blasphemy or whatever unless I really want the additional ignite/freeze/shock chance from the curse as well. scroogetemplar / scroogewitch / scroogemarauder
Freezing Pulser (safe + affordable): https://www.pathofexile.com/forum/view-thread/1529856 |
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If you think an enemy has overcapped resistances and heavy curse resistance or immunity, then it's either a rare with double resist mods and curse immunity (and, consequently, not a threatening enemy) or you're wrong.
Last edited by XCodesLIVE#7013 on Jan 1, 2016, 6:13:46 PM
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"Or you're fighting a mid-high tier map boss with a map resist mod. But who needs more damage against those, right? :P |
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