Holy Flame Totem

anyone have some input on using FT with Infernal Mantle?
Does Faster projectile(with lmp/gmp) help this shotgun enemies better(closer) by making the angle narrower?

How would an increased Projectile Speed make the cone/angle any narrower.
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Vipermagi wrote:
How would an increased Projectile Speed make the cone/angle any narrower.


That's kinda what I'm asking,whether the angle does get narrower.Had a situation with the totems that make me wonder what was going on when my my totems appeared to drain the life much faster on the Voidbear boss soon as I put in a faster projectile support.
Last edited by Kavlor on May 7, 2014, 5:40:30 PM
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mallow wrote:
anyone have some input on using FT with Infernal Mantle?


I just managed to get one and can say its questionable whether its worth gaining something like 20%(maybe less) more damage for a much greater loss of defence.If you can manage with a lowered defence then it might be worth it for a greater clear speed.

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Has anyone tried a added cold rather than chaos.I find I freeze things on occasion despite such low amount of cold damage.I theorise if you could increase cold damage 50-100% you could freeze a lot more enemies as you would meet the threshold for freezing enemies.I've bought a 20q ACD gem and respecced a few passives to increase chance to freeze,put points even into the chance to shock(not sure I needed to so may take them back out).Just playing about with this stuff,even trying Elemental Proliferation (levelling it up a bit more first though).Of course I don't expect to ever freeze bosses with FT.

I have been trying to build up life but if I'm using totems,freezing and knocking back enemies I might be able to spec back crit nodes(specced from crit nodes to elemental nodes for the above)) rather than going for life as survivability increase with such aspects.
Last edited by Kavlor on May 10, 2014, 4:15:46 AM
Totem survivability is a joke (i mean they more often then not go instantly down), as well as the huge mana cost. These two doesn't go hand in hand. It doesn't help that the totem nodes are so spread out.

My solution for making totems more viable in end game: up the base life, resistances and phys reduction - keeping the high mana cost.

damage is fine though.
The Hyperbomber for 2.6: https://www.pathofexile.com/forum/view-thread/1879383
I made past comments on flame totems horrible dps... im totally wrong. With right links its the highest dps in game. The trick is +1 corrupt skill level gear or take the unique helment that has +1 to skills for a dual curse elemental weakness and critical weakness. Link both curses with a level 2 or 3 enhance gem giving your curses up to %44 quality. My critical weakness shows %100 more critical damage. Im verifying there is no max limit on quality. Link the flame totem with added lightning...added cold...faster casting... critical multi...lmp Dual weld wands with faster casting/spell damage/increased spell criticals. Make sure at least one wand has at least %20 faster projectials so the flame shoots farther. Take a few critical passives and i got 10,089dps on tool tip. Triple stack shock for %90 more damage and freeze everything. Kill domi in 7 seconds with 3 totems
Last edited by SearingHELL280x on May 30, 2014, 2:07:26 AM
In addition start with shadow character be immune to chaos damage take no life passives... end up with 7k energy shield. Bounce around witth lightning warp and codt linked with frost wall x2... flask dispell curses if u want 3 totems. Only downside is mana hungry so most passives is for mana. I do have x2 60% auras and can still be good. Use frenzyskill linked with power charge in critical with your wand. End game 10,000dps level is 76.
Last edited by SearingHELL280x on May 30, 2014, 2:06:37 AM
Damage calculation is 10,000 per flame... lesser multiple projectials is x3 so 30,000 dps per totem. Three totems is 90,000 base dps. Triple shock for 90% more damage for 171,000 dps Add in the x2 curses with %46 quality "enhance gem" it all equals to the most hardest hitting spell in game.
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Saltygames wrote:
Totem survivability is a joke (i mean they more often then not go instantly down), as well as the huge mana cost. These two doesn't go hand in hand. It doesn't help that the totem nodes are so spread out.

My solution for making totems more viable in end game: up the base life, resistances and phys reduction - keeping the high mana cost.

damage is fine though.


What?

The most powerful MF build in the game uses Flame Totem lol.

This skill is ridiculously good as is. If your totems aren't surviving something is wrong with your build.

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