Arc

"
Catchafire2000 wrote:


You can do that too, traps and remote mines are all the same principle - which is you can still deal dmg while having dual totems.
How I think Chain should work on Arc:

Current Arc, No Chain

Current effect

My proposal


At the moment Arc+Chain means going from 150% damage output to 125% for double the mana.
My idea is for chaining to occur (on Arc only) from each original point of contact, resulting in 9 hits at 25% damage effectiveness each.
This gives it 225% damage output and will give us an "AoE" Arc, a Chain Lightning if you will.
Tin foil hats are a lie propagated by the aluminium industry.
Is arc affected by wrath? I think the added lightning damage could be a boon.
GGG listens to its fans!!! Thank you!
Wrath and Anger only apply to Attacks, just as the description claims.
@Rufus82

What you are proposing is going to work like this instead:

Spoiler


Because chain works the same as arc as far as choice for the next target goes, there is no randomness factor, 2 arcs from the same spot will hit the same targets.
Tried out an Arc Totem build in Domination and here are my experiences and gripes so far:

First off, Lightning Damage is just annoying to use due to the incredibly wide gap between low and high end damage. Sometimes Arc hits a mob and I question whether it's doing any damage, then it hits again and just obliterates the target. Not really an Arc problem but I hate using Lightning spells for that reason alone.

Secondly, the static nature of Arc's targeting can be frustrating at times. For example, if you have a pack of 20 mobs and Arc hits enemy 1, 5, and 10, Arc will continue to focus those targets until a mob in the chain dies, then it will alter its targeting. Sometimes this works out amazingly well, other times it's just frustrating to get chased around by a single mob and have Arc jacking around in the meantime.

Thirdly, one thing I think could be improved - cast time. I went into Arc knowing there weren't a lot of supports to make it more of an AoE clearing tool so I figured the best I could do is straight damage and cast speed. Cast speed increases only make a difference up until a certain point. At that point, it seems like each % of cast speed means less and less. Lowering the cast speed on Arc would be a nice quality of life change.

I haven't exactly made it to maps yet but these are the things I've noticed about Arc so far that kinda bug me. Currently sporting Arc + Totem + Faster Casting + Lightning Pen. Once I get Soul Mantle 5L I'll try out Arc + Faster Casting + Lightning Pen + Added Lightning + Whatever.
"
PathOfNerfs wrote:
Currently sporting Arc + Totem + Faster Casting + Lightning Pen. Once I get Soul Mantle 5L I'll try out Arc + Faster Casting + Lightning Pen + Added Lightning + Whatever.


I suggest everyone to use Remote mine with totems. It does have a draw back of only being able to place the totem at the point where you are standing, instead of casting it further ahead, but the More damage that mine provides, fully counterbalances the Less damage that the totem has, so each totem becomes an equivalent in power to the player casts, instead of being 50% less damage.
The beauty of arc is that it grants you a high chance to shock. Currently, I am playing a dual arc totem with dual curse. With a quality 20 arc gem, you have 20% chance to shock; 5% additional shock from Shadow tree; 10% additional shock from static blows; 10% additional shock from the node to the right of static blows; and 13% additional chance to shock from conductivity. So, you have at least 55% chance to shock!!! In a party, if you throw on ele proliferation, the whole mob is shocked and shock stacked.

At level 68 currently in Nemesis, for extra damage I have conductivity at 45% lit penetration, ele weakness at 45% lit penetration, and lit penetration gem at 30 lit pen. That is 120 lit penetration into mobs!!! Not bad.

Then I want faster casting on my wand and from nodes so that I can shock stack faster.

This set up is far from broken and only makes it a viable cheap no frills build. The thing that it lacks the most is a single target skill to combine it with. What would work the best is bear traps... With the extra shock damage...
GGG listens to its fans!!! Thank you!
"
PathOfNerfs wrote:
...

Thirdly, one thing I think could be improved - cast time. I went into Arc knowing there weren't a lot of supports to make it more of an AoE clearing tool so I figured the best I could do is straight damage and cast speed. Cast speed increases only make a difference up until a certain point. At that point, it seems like each % of cast speed means less and less. Lowering the cast speed on Arc would be a nice quality of life change...


this is a new idea i very much like.
I am all for hitting faster, especially as it balances min-max damage over the number of hits.
But ManaLeech will be near mandatory, as I already need it to sustain Arc at my pace.
If the standard cast speed is reduced I could respecc some cast nodes into dps.

I am running this right now level 78 at 2,64 cps and 2810,2 dps:
Spoiler

Arc + Lighning Penetration + Faster Casting + Mana Leech + Added Lighning Damage,
will be switching Added lightning for culling as soon as i get that damn 2nd green socket -.-

Passive skill tree build
the stat nodes will be respecced once i have sufficient gear/no longer need them and I'll probably reduce the cast speed specc when my FC is 20/20
If there are some points left after, maybe some crit ...

Maps take time. Very very much time.
Constant repositioning as the dps is just low, and my trusted FrostWall Totem can not hold them all at bay ... btw Arc can hit through FrostWall ;-)


Forums are SOOO much fun on patch day!

Casuals play because it's fun, not to achieve any goal unreachable with their resources.
We are playing for the next difficulty, the next keystone, the next item upgrade.
Not to feel better than anyone else.
Last edited by Fhedaykin#5157 on Nov 8, 2013, 2:32:22 AM
"
Rufus82 wrote:
How I think Chain should work on Arc:

Current Arc, No Chain

Current effect

My proposal


At the moment Arc+Chain means going from 150% damage output to 125% for double the mana.
My idea is for chaining to occur (on Arc only) from each original point of contact, resulting in 9 hits at 25% damage effectiveness each.
This gives it 225% damage output and will give us an "AoE" Arc, a Chain Lightning if you will.


This is AWESOME, but I agree with Kadajko's comments about target selection. They'd either have to program Chain + Arc to work more like Fork, OR just program Fork to work with Arc which would pretty much do what you describe. 1 -> 2 -> 4 = 7 targets instead of 9, but the damage penalty for Fork is less than Chain.

Report Forum Post

Report Account:

Report Type

Additional Info