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

Mageblood is the way always. Hyrri is not affected by the supress nerf?
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Bogdanovici1 wrote:
Mageblood is the way always. Hyrri is not affected by the supress nerf?


Am not sure, but Path of Math talked about Atziris Step Boots keeping the high value of spell suppression they have, I thought all uniques will keep their values. Thats another way for GGG of making the uniques and especialy the roll values on them more important.
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Nágash wrote:
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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 ?


I totally forgot about the flask, that is definitely useable to optimize our spell suppression. But imo, rolling for rmr + supression on helmet is better than faster ignite + -fire res still.
Last edited by GodIsAGirl#2597 on Aug 15, 2022, 8:16:07 AM
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GodIsAGirl wrote:

I totally forgot about the flask, that is definitely useable to optimize our spell suppression. But imo, rolling for rmr + supression on helmet is better than faster ignite + -fire res still.


Completly agree with you, the DPS helmet is sooo late in the game that going with a RMR + Suppress helm is way easier and cheaper, and the flask I allways have because of phasing - but thats only me. :-)

Am testing different trees atm (with my old 3.17 gear) and thinking about dropping watchtowers, because the 6th totem will not change our boss damage that much. We will need good iAS to get to 20 fuses, but that seems not as hard. Mapping should be fine with 5 totems, too, and that way I can put charisma on the amulette helping with RMR a lot !
Last edited by Nágash#6614 on Aug 15, 2022, 8:44:26 AM
Too bad the mana efficiency on Reservation Mastery has been deleted with 3.19.
One aura less, right? Any suggestion which one?
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Teatime1979 wrote:
Too bad the mana efficiency on Reservation Mastery has been deleted with 3.19.
One aura less, right? Any suggestion which one?


The mana reservation is not that big of a deal, you can go with reservation on helm or rare chest, you can take a small cluster with 6% or 12% and with 50% for determination. You can get rid of helm entchant damage and take 30% reservation for Purity, etc., etc..

If you want all the auras still in the build, and a damage aura (lifetap for free is gone) you will have to invest a lot into the things I wrote above. I personaly dont like that and will play without a damage aura. Off course 40mil+ (Ignite DPS) will be extremly hard to reach after all the changes and the nerf to EA, but that was never needed and if you reach app. 10-15 mil damage in endgame, you are still cruising threw the game - IMHO.
Last edited by Nágash#6614 on Aug 15, 2022, 2:57:09 PM
Hello!
POB Update for 3.19?
"Под влиянием Китавы Ваши резисты снижена на 60, а фпс на 70"
DoT damage now has hardcap (~36kk).
Fun fact, in patch notes no one talked about this change...
Last edited by KuniNaKanune#0264 on Aug 15, 2022, 4:15:00 PM
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KuniNaKanune wrote:
DoT damage now has hardcap (~36kk).
Fun fact, in patch notes no one talked about this change...


That cap was always there.
Last edited by groar#5519 on Aug 15, 2022, 4:15:59 PM
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groar wrote:
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KuniNaKanune wrote:
DoT damage now has hardcap (~36kk).
Fun fact, in patch notes no one talked about this change...


That cap was always there.

What are you talking about?

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