3.23 EXPLOSIVE ARROW BALLISTA ELEMENTALIST - League-Start to End-Game. Easy mode.

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Eninya wrote:
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11Kobar11 wrote:
I see almost all builds here use Flame dash. isn't that a bad idea? we use elemental equilibrium node so wouldnt flame dash remove the exposure for fire? or is the idea u never use flame dash at/around enemy...


It's for mobility, not offense. You'll mow down maps whether EE is functioning or not, so it's more for bossing (or anything lasting longer than a single explosion) anyway.



Got it. I have been flame dashing past Uber bosses without realizing I can remove their fire exposure, I did notice suddenly they seemed tougher and now I know why.
From Patch Notes:

Totems spawned by players are now killed upon player death.

Time to git gud guys.
What's the best method to level to act 4 without wand craft as they removing that in 3.21?
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brunowa wrote:
From Patch Notes:

Totems spawned by players are now killed upon player death.

Time to git gud guys.


Well, the build is borked. Time to find the other one.

Also this nerf is on you. /s
This build was not touched by changes and it's same as it was, am I missing something? It's only lil bit slower to level cause of early wand recipe nerf.
Noob here, looking to run this build for 3.21.

I had a look at the patch notes and am I right in saying this build hasn't been affected by the patch notes?
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shaun840 wrote:
Noob here, looking to run this build for 3.21.

I had a look at the patch notes and am I right in saying this build hasn't been affected by the patch notes?


Minus 2 defencive auras (now we don't have increased mana reservation efficiency at masteries). Also minus 30% fire dot multi (fire mastery nerf)
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Minus 2 defencive auras (now we don't have increased mana reservation efficiency at masteries). Also minus 30% fire dot multi (fire mastery nerf)


Oh right.

So that's a downside for sure, but do you think the build will still be decent? I don't know enough about the game to tell how badly this will affect endgame survivability and DPS.
I did some POB removals.

Getting rid of Defiance Banner changed our EHP from 66,809 to 55,111.
It's quite a chunk but is this still not quite good for endgame? Just less CRAZY good.

Ignite Mastery was the same, it chunked our ignite DPS but it's still extremely hard.

Correct me if I'm wrong (again, still a noob) but while the build has been hit it's still great.
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shaun840 wrote:
I did some POB removals.

Getting rid of Defiance Banner changed our EHP from 66,809 to 55,111.
It's quite a chunk but is this still not quite good for endgame? Just less CRAZY good.

Ignite Mastery was the same, it chunked our ignite DPS but it's still extremely hard.

Correct me if I'm wrong (again, still a noob) but while the build has been hit it's still great.


Yep. I've recheked the PoBs. The reservation mana problem is only for early game (when you have not Enlighten 4). Afterwards we can use small cluster with either Sublime form or Uncompromising. So all three defencive auras will be active (Determination, Grace, Defiance banner)
Also we will have less life (no more +10% increased max life mastery). We either have armor with life or armor without life and +15% increased max life mastery (which can be good for early game)
Hopefully -30 fire dot multi can be negated by new league mechanic powerups.

IMHO this build is almost the same powerfull but a bit harder to start.

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