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

Any pob recomendation for EA champion? Pls and ty :)
So with the EA change in the patch notes. Are ignites now dealing 40% less damage?
With the ailment nerf to EA will this build still be viable to shred uber content? Just wondering because IIRC it's a 40% ailment dmg nerf at 20 fuses, just wanting to know before I leaguestart this.
I've seen on reddit :

"20% less ignite damage but the hit was also buffed so its overall a bit less then 20"

EA is still viable and have a huge dps potential.

As I've said you can run 2 curses, you won't notice the nerf (use elemental weakness + Flammability).

With end game gear it's already hard to reach 15 fuses, 20 I doubt, it requires more than 3 aps.
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Xandharba wrote:

With end game gear it's already hard to reach 15 fuses, 20 I doubt, it requires more than 3 aps.


I dont think you are correct on that front.

In theory, in a mathematical perfect scenario, if your "5 or 6" totems are down when the boss spawns or starts the fight, then you would need exatly 2.5 aps with a 1.2 second duration of EA. The 1.2 duration is pretty common (20% quality gem) or 20% if you use Ashes. That way you will have 20 or 24 fuses in the boss when they go off.

Edit:
If you dont have any quality or skill effect duration and its only 1 second, then your are correct, in that case it would be exactly "3aps" !
Last edited by Nágash#6614 on Aug 14, 2022, 3:32:08 PM
In end game gear you can easily pass 3aps.This build is still op.
Skill duration for most people is:

EA with 20% quality = 20% inc duration

Malevolence = 20% inc duration

Mastery = 15% in duration

Totals 1.55 skill duration.

This means attack speed for most people would need to be roughly 2.2 to hit 20 fuses depending on your chance to hit.
3.19 Update.
Bit of a nerf with ailments now dealing 3% more damage per fuse instead of 5%... But not enough to wreck the build.

Will be a little harder to max out defences with defensive changes but shouldn't be too bad.

Overall, the build has gone from being totally bonkers OP to now just OP :D

This will still be a top tier build and demolish all content from league start to Uber Bosses.

Note I won't be playing this league as I'm doing other stuff in life ATM.

Enjoy!
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brunowa wrote:
Skill duration for most people is:

EA with 20% quality = 20% inc duration

Malevolence = 20% inc duration

Mastery = 15% in duration

Totals 1.55 skill duration.

This means attack speed for most people would need to be roughly 2.2 to hit 20 fuses depending on your chance to hit.


I love your written build guide and your knowledge in general, but I have to say you are wrong on this part, sry. If we have a skill duration of 1.55, which we never want to have BTW an APS of 1.95 would be enough to get 20 fuses in the monster if its a boss where we can put our totems down before the fight starts, and thats normaly the boss calculation.

If we play with Malevolence, we should go with 0% quality on our gem and we shouldnt take the skill duration mastery. A higher skill duration helps us so we can have lower APS, but in gameplay a high skill duration is not a good thing for us, because it means that our fusings take longer to explode on the monster - we dont want that.

Thats all only IMHO, but Palsteron explained it very well in his long video before starting this build app. 6 months ago for 3.17 !

Cheers Nagash

Edit - better explanation ............
For an easy calculation I will use 1.2 sec skill duration, 2.5 APs, 5 totems, 100% hit chance, and all totems down when the fight starts !

Totems 1st shot hits the mob - now the skill duration timer starts - but 5 fuses are allready in the mob.

Totems 2nd shot after 0.4 sec (2.5 APS), 3rd shot after 0.8 sec, 4th shot after 1.2 sec. 4 shots x 5 fuses is 20 fuses in the boss after 1.2 seconds, but off course because of server ticks something like 2.55 to 2.6 APS would be safer in real game.

Edit 2:
If you have 6 totems, which we normaly have it doesnt change anything, because it jumps from 18 to 24 fuses. The only thing it changes, and thats a big thing, you maybe dont need 100% hit chance, something like 84% would be enough in theory to get 5 hits out of 6. I think thats an interesting note.
Last edited by Nágash#6614 on Aug 15, 2022, 4:50:39 AM
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GodIsAGirl wrote:
Spell suppression still can be capped by rolling it on the helmet + using 2 points to take reflexes. But we will be losing 15% faster ignite and -12% fire res.


If I calculated correctly, we will not need spell suppression on the helmet to cap it. Lets do the math (max rolls) together, and dont use Mageblood for higher flask suppress, but use the 10% from flask.

22% Body Armour (rare)
14% Gloves
14% Boots
18% Reflexes + both small nodes besides Reflexes
10% Flask
14% Magebane (210 Dex)
8% Gloves Implicit (loosing faster ignite - 10% max possible)

That should do the trick, and we could have more DEX or more on Gloves, and on top if we want to play with the unique body armour (Hyrris Ire), we could get like 30% on it, correct ?
Last edited by Nágash#6614 on Aug 15, 2022, 5:52:07 AM

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