Holy Flame Totem

Does flame totem work with the new Totem Damage Modifier nodes ?
Yes, Totems deal Totem Damage.
Does #% Increased Fire Damage from Gear work with Flame Totem?
I have a ring with that mod and it doesn't seem to do anything to Flame Totem, the dps doesn't change. While with Spell Totem + Incinerate it works.
So either the tooltip is wrong or the mod doesn't work with Flame Totem.
"
Tenshin_Kai wrote:
Does #% Increased Fire Damage from Gear work with Flame Totem?
I have a ring with that mod and it doesn't seem to do anything to Flame Totem, the dps doesn't change. While with Spell Totem + Incinerate it works.
So either the tooltip is wrong or the mod doesn't work with Flame Totem.


It should work, for me such a ring works on HC. Issue (i had in the past) is that flame totem acts strangely, I once grabbed global crit nodes and they did not apply to flame totem, refunded the point reapplied them and than my character did work. Your question remind me of that, it might be that the %increase in flat dmg is too low to show in the flametotem DPS, which I also find often incorrectly displayed as one time it clearly does less damage the other time more w.r.t. similar dps fireball.

I guess in general the tooltip dps isn't to reliable for a lot of skills.

Last edited by Ozgwald on Nov 13, 2013, 7:17:41 AM
If I link Flametotem to lesser AND greater multiple projectiles and it casts 20 times per second...is the math

(1+2+4)*20=140 shots per second

correct? Or did I miss something?
Dominating Blow, albeit a tad clunky, is the most fun I've had in PoE.
That is correct.
And you won't be able to see anything except fire.
Sorry Exile, but your loot is in another dungeon!
IGN: Delirii
Flame Totem - Culling - Rarity - GMP - Faster projectiles + 41% Projectile Speed Wand
IIQ/IIR Gear + Fulldef/4Auranodes



1) Totem Targeting System I
i)If you got no projectile speed then your totem tries to shoot enemies it can't reach - i regard this as a bug as it makes no sense at all despite annoying lowgeards
ii)If you get my Projectile Speed (~100) or overkill it with a quillrain + projectile Speed quiver (~200) then your totem wont attack ennemys it can actually attack

It seems to only look for Target in one third of my current range.

Proposition: Make the targeting Range bound to its Range. If you want to cap its Range at some point for whatever reasons, please add this information to the Gem.

I've Reached my first 5link and used a lot of Currencie to roll offcollor sockets just to see that i wont benefit from my Range. I thaught i) was only another reason to dislike desync since it only happend for Mobs who could have been slightly out of Range.
(Slow zombies slowly crwaling in Range recieving a visual hit but no visual damage at first)

2) Totem Targeting System II

Totem tries to hit Mobs it can't hit because of an obstacle/Wall.
Proposition: Fix it :)

--------------------------------------------

Thing I would personally like but might annoy other builds

Instead of the Totem looking for a target give him yourself a targeting vector/fixed target.
Or switch between both to maintain diversity. I know of none build that would use Flame Totem without Lower/Greater multiple Projectiles as you can shotgun close targets + make it hit on a wider Angle but who knows :)
Last edited by Genotron on Dec 30, 2013, 10:54:48 AM
So who else is loving the new Flame Totem? I'm running Flame Totem+LMP+Rarity+Culling on my 59 self-found Scion in Domination right now. Tooltip dps was 496 before the patch with a cast time of 0.06 (roughly 19ish casts per second). After the patch, tooltip dps is sitting at 568 with a 0.16 cast time (roughly 6.3ish casts per second). The totems still suicide on ele reflect, but lightning thorns is much more manageable now. Overall, I'm extremely happy with the balance changes. Keep it up GGG!
I play dual totems. I like dual totems. DoubleDildos all the way.
Aren't incenerate totems still better (at least in theory) for damage? The only thing I see here is nerf on blind/knockback support totems.
IGNs
GroovyBeard
JooJooFromTheWell
As per OP, my character consisted of:
-Scion
-Level 60 (start of merc A3)
-Flame Totem complimented by Ancestral Bond keystone passive, projectile weakness curse
-Notable character passives included Acrobatics up to Phase Acrobatics for defense
-Support gems were Faster Casting, Faster Projectiles, Blind

My build, being somewhat fragile in its lack of damage reduction and mostly using traps to increase damage output, relied heavily on two mechanics:
-The ability to kite monsters using my totems, and if needed, between my character and my totems
-The ability to use knockback to help deal with single rare/unique bosses

The single 1.05 change to the cast speed of flame totems has somehow managed to hurt the build's ability to do both these things, as:
-The dual totems are not able to be put up nearly as quickly, allowing monsters to edge closer and closer to my character
-The knockback has been cut into a third of what it was originally. From memory, the cast speed of my totems went from 0.036 a second to 0.1 a second.

Now, by no means did I have a good build, nor a very consistent one - it easily took up to twice as long to clear zones than with my other characters. I'd even go as far to say that it was worse than most of the more conventional builds.

But I actually enjoyed the challenge of using a character that didn't just leech life while annihilating mobs of monsters with waves of spinning weapons, or decimate bosses with a flurry of 6 attacks per click.

However, from what I've seen with both the update changelog and actual playing through my character, I feel that playing my character has just become more trouble than it's worth.

That being said, I think it should be apparent how I feel about this change.
Last edited by HughLovett on Jan 9, 2014, 8:26:21 AM

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