Lightning Minion Totems and Living (purple) Crystals

Why are my totems destroyable and lightning minion totems invulnerable?

Why are "Living" crystals unkillable?


Some things just don't make sense.

Easy Fix here...
Last bumped on Oct 13, 2024, 6:45:34 PM
There's in fact a easy fix. Don't touch it if you can't tank it.
Flames and madness. I'm so glad I didn't miss the fun.
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Pashid wrote:
There's in fact a easy fix. Don't touch it if you can't tank it.


Nope that's a bad choice. What the op is suggesting is far far far far better
The storm totems are just part of an animation for a delayed spell attack and give a clear visual indication where it'll strike. Really don't see the issue with that...

Further, with your suggestion builds that have high DPS / AoE would simply ignore the mechanics completely which I am strongly against. The game already gives too much leeway to high DPS builds, we don't need more leniency in that direction.

Just learn to play around the mechanics or build a better toon. It's not that hard
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
Got a little feedback on this but not enough. Pro-boi's not included.


"The storm totems are just part of an animation for a delayed spell attack and give a clear visual indication where it'll strike. Really don't see the issue with that..."

Um... no. You are totally incorrect on this.
Last edited by RightHandofGod#6548 on Jun 12, 2024, 2:12:08 AM
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RightHandofGod wrote:
Um... no. You are totally incorrect on this.


Elaborate.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
No real need to... The totems can be led away from the offending monster allowing you to return to the monster and kill it. Stands to reason that everything you said was wrong... The description of "Lightning MINION TOTEMS" is accurate.

They are neither a spell or an attack as you inferred.


Experimentation is the key here. You have failed to do that.
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RightHandofGod wrote:
The totems can be led away from the offending monster allowing you to return to the monster and kill it.


Exactly my point... you can counter the mechanic through gameplay.

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RightHandofGod wrote:
Stands to reason that everything you said was wrong... The description of "Lightning MINION TOTEMS" is accurate.


Are you merely criticizing the wording or do you have a mechanical issue; or are you asking it to be changed mechanically to "fit" the wording as you understand it, or want to understand to have it changed mechanically?

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RightHandofGod wrote:
They are neither a spell or an attack as you inferred.


I did not infer anything. They are a spell. The damage can be mitigated with spell suppression, as you can easily find out on either the wiki or from game files on poedb.

"
RightHandofGod wrote:
Experimentation is the key here. You have failed to do that.


Failed to do what? Keep your calm, stay cool and rational. Not sure if there's some language barrier here, because your point is quite obtuse.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
lol

If you are going to whine to the mods that my posts are too mean then I'm not even going to respond to you anymore.

Original post stands.
...what?

There's so much wrong with this thread that I don't even know where to start, but I guess we have to go back to the super duper basics here:

Monster MODS, as in the affixes which can roll on magic and rare enemies, are not the same thing as monsters themselves. For, you see, one is a modifier which changes the behavior and/or properties of targetable entities which exist within the game. The other is such an entity, which moves and targets and can be targeted in turn by the player.

"Living Crystals" are not actual living crystals which can be damaged and targeted. It is the in-game description for the Crystalline mod which appears on rare enemies which causes it to place a delayed-effect area damage spell onto the ground at its attacker's feet. When the enemy with the Living Crystals modifier dies, the spells detonate. If this is still not easy to understand, think of it like a storm call spell: when you cast storm call, a small circle appears which indicates where a bolt of lightning will eventually strike, but the circle itself cannot be targeted or damaged because it is merely a visual indicator.

The Heralding modifier works very similarly, except it's far easier to avoid (max 5 totems) and the damage is much easier to mitigate (lightning instead of chaos). As was pointed out already in this thread, BOTH deal spell damage and thus can be mitigated by spell suppression et al.

I'm not sure what the confusion is, to be honest. Is English everyone's first language in this thread, because I can do Spanish or German if that's easier. Like if you see a rare body armor drop to the ground named "FOE HIDE," do you immediately start attacking it because it has the word Foe in its name? Because these two mods are hardly exceptions to the rules they follow; players also can't target the Cursing effigy or the Ice Prison walls or Lightning Mirages or any of the pantheon god shadows who show up for the ___-touched mods. You act like the game's breaking its own rules here somehow, but the exact opposite is true.

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