![]() ![]() The "Enemies You Kill Have a Chance to Explode" modifier on the Obliterations does, in fact, explicitly not work with totems. Oblits, Barrage and KB totems, and the Templar half of the tree, just to see if the basic mechanics worked.įirst things first: I'm stupid. Rigged up a basic-bitch version of the core mechanics of the Scion Totem build on an old busted mid-level Scion I'm not likely to ever use again. ![]() You'll probably get a number of offers right there. Or even just post a thread asking where to find runners. That or poke the Market sections of this forum looking for runners. Level with Flame Totems or the like until you can switch into Obliterations, maybe take a swing at OP Warchiefs for mid-to-late leveling until all that crazy damage from the Shadow area starts coming online in late Merc-ish. Less efficient given six nodes of travel as opposed to Money Shot choices, but that extra barrage projectile's a really nice boost to your single-target damage and the Pierce chance helps with KB coverage. Less crit that way, but the projectile nodes sort of wash with the Shadow's Phys/Chaos start nodes. Deadeye for the extra Barrage projectile and Pierce chance and go north to Shadow from the Ranger start. If you take the build to very high level you can also consider swapping to Asc. KB totems in the headpiece for mobslaughter coverage, rig a 5l/6l Barrage totem in the chest for boss destruction, and go to town. The life issue bothers me, but I'm sorta used to running perilously low life characters, and this could be a great alternative to Warchief totems for an Ascendant build. Problematic given Dex is the main gem requirement, but nothing two good Dex rolls doesn't solve. With some nice jewels in your three sockets, some projectile damage on gear where applicable, and good linking, this should be loooots of nice kerblammo.Ģ90 Int, 100 Dex, 185 Str Gem requirements for everything but Dex handled. The Area damage bolts onto that for Kinetic Blast totems, and the Chaos damage bolsters both of Obliteration's secondary effects. That seems like a whole lotta kaboom out of JUST the tree. ![]() Total: 385% Increased Wand Totem Physical Attack Damage, before gear (discounting ** options as not applicable to primary damage sources) You can find some crit multi gear and pump this, but frankly even without it this is an effective ~98% 'More' modifier given a 69.8% crit rate.Ĥ2% Increased Wand Damage Again (6% WD per power charge) Not too shabby for standing crit chance.ġ41% Crit Multi (not as huge as nonsense like Assassins with Opuses, or Abyssus builds, but this is also pre-gear. A max-rolled Obliteration pushes it up an extra couple of points. when totem has been summoned recently), and all seven power charges from tree/quest. ~69.8 Crit Chance Assuming an 'average' crit chance roll of 9 on one's Obliteration(s), the 100% Global Crit Chance bonus from Shaman's Dominion (i.e. This is one of those builds where you rely on positioning and good play to avoid dying, not a 10k life pool. There's more life around, but in weird-to-reach spots that make it inefficient to get to if you want ALL THE DEEPZ. Definite candidate for Belly of the Beast, methinks. SUPER low on life, which is weird for an Ascendant build, but.actually potentially quite poppy. Important for folks who have a very hard time breaking 90ĭamnit poeplanner, fix your shortlink tool! Ugh. Thus it shows as a lvl 91 tree but should actually be lvl 89. Note: this tree assumes the +2 skill points from the 'Path of the Shadow' node which Grinding Gear has said we're getting, but which isn't reflected in the poeplanner beta skill tree. Roughed out a First Draft of an Ascendant Wander tree, as follows: ![]()
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