Increased damage with ailments (in the ranger area) passive question
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Hi, can someone explain to me how the new mod on the passive tree works please
Increased damage with ailments (in the ranger area) - is it like weapon elemental damage? - does it only affect the mob who is actually burning, shocked, chilled, poisoned or bleeding? - is it worth using (and when) for builds with elemental attacks? Thank you in advance Last bumped on Aug 11, 2017, 11:14:12 AM
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Increased Damage with Ailments grants a Damage bonus to Ignite, Poison and Bleed. Unless you're specifically building around one of those three Damage types, it's pretty insignificant.
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What about cold damage?
Well frost does not do damage so it is useless for that I guess. Sounds weird balance wise to me. Why would a frost build not benefit from those effects in any way? Last edited by LSN#3878 on Aug 11, 2017, 6:43:19 AM
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" diversity. In some other games, everything works with everything, but this game has much more complex mechanics. but as Viper said, it would be insignificant even for the damage types that have damaging ailments, unless you heavily focus around them. IGN: Eric_Lindros
CET: Timezone |
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Cold Damage can Ignite. Nice thing with that is, because Ignite comes from Cold Damage, it'll also scale with Increased Cold Damage. Not super important for the Ranger zone (very little non-Attack Cold Damage), but noteworthy nontheless.
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