The Cursed enemies take x% more Physical damage and Cursed enemies take 40% increased damage from Damage Over Time effects mods are effectively multiplicative with your overall damage because they apply to the amount of damage an enemy takes, instead of how much damage a player does. Well actually, shock and vulnerability DOT part are additive together ![]() No, what I am saying is shock, vulnerability, negative / positive resists and increased damage, and increased burning damage are all independent and not additive. I find it patronizing to say that "players haven't figured out how to use SB" when the truth is that it just doesn't scale well and is far too slow paced to be interesting. Controlling enemy AI and keeping your totems alive/your damage consistent will help more than the big damage boost you get from shock stacks and equilibrium. I do suggest using a decoy totem or enduring cry+spell totem along with this build. At least your tree will be 99% defensive outside of Pyromaniac (but whose isn't nowadays?). The only problem there is that you're virtually guaranteed to die. The only way the damage starts to approach "strong" is if you use a Soul Mantle and stand in melee range with enemies, hitting them with ~6 beams at once. I wish the OP the best of luck, though he will find that the time it takes to tri-curse everything and position his totems correctly will be far more than the time it would take to just spamclick through with virtually any other build in the game. Maybe they mean "to get to maps"? Even then it peters out in merciless act 3 like nearly all non-standard builds. GGG has a very strange definition of viable if they consider Searing Bond to be map viable as a main skill. increased damage from all sources: 160% (vulnerability + 3 shocks) The above is incorrect as shock/vulnerability should be considered separately to burning damage increase, the following should be correct: Finally, with this build, you get to run around and destroy everything with lasers! How fun.ĭoes anyone have any other ideas on how to increase the damage and effectiveness of this build or searing totem in general? Only a few passives are used for damage meaning the rest can be used for survivability, resulting in a super tank. I don't even have the pyromaniac passives yet and have only two curses. My character is level 44 currently and it has been my easiest play through so far and I had by far my easiest normal Piety kill yet. Combing this with the ridiculously low enemy fire resistances should result in all white mobs melting instantly and bosses soon thereafter. This should stack additively with the damage increases from burning increases and vulnerability giving 349% increased burning damage. The arc totem also generates shock stacks very well, which, together with the Static Blows cluster and elemental proliferation, quickly spreads three shock stacks to every monster on the screen, causing monsters to take 120% increased damage from all sources (including burning!) SB does not 'hit' so it does not reset elemental equilibrium, meaning that any monsters hit by arc *should* get a permanent -50% fire resistance. I do this with elemental weakness (49%), flammability (49%) and by using an arc totem to trigger elemental equilibrium (50%) giving a total of -148% enemy fire resistance. SB is affected by enemy resistance so the rest of my build involves lowering enemy fire resistance as much as possible. The vulnerability curse adds 40% increased damage from damage over time effects making the searing bond beam deal 229% increased burning damage. This gives a large amount of increased burning damage:įor a total of 189% increased burning damage I use searing touch with SB, increased burning damage, totem resistance (and will add reduced mana when I get a 4-link). I thought I'd show you my searing bond build and see if it could be changed or improved to achieve this. ![]() According to GGG, searing bond is "more than map viable"
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