[Build] Discussion: Explosive Arrow (Hypothetical)

Okay hi guys; I play pretty much only nemesis, and I've lost a couple toons, which I think is natural for most players.

So, I sat down, and tried to develop a build around Quill Rain that works, and want to see what you think.

Skill flow chart:
Explosive Arrow Fire Damage Chart

Rules I am going by in this build:

-Try to pick up Life regen nodes on the way coupled with life %
-Try to pick up ele resist max
-Try to create an environment where I can sustain Auras Cheaply
-Try to increase my Proc rates

I am building under the assumption that Weapon Elemental Damage does not apply to the explosion, and that I want to maximize the Burn Damage over time as well, because the explosion will proc more Ignite than the initial hits will.

What I tally if the nodes are additive:
Defensive:
Life Regen: 5.3%
Life % : +78%
Life Added: +150

Mana Regen: 80%
Reduced Skill Cost: 22%
Mana Added: 150
Added Mana % 8%

Elemental Resistances:
50%
Fire Additional: 15% (65% total)
Chaos Additional: 16%
Max Additional: 2%

Elemental Damage:
All: 33%
Fire: 54%
Burning Damage: 80%

Damage over time Boost: 45% (I am hypothesizing this also works on burning).

Crit Strike Increase:+30%
Move Speed: 8%
30% reduced chance to be stunned

Armor Increase: 56%
Evasion Increase: 24%
Energy Shield Increase: 12%

Auras:
25% Reduced Cost
42% Increased Effect of Auras


Okay ..... now that the breakdown is out of the way;

My Proposed Gemming:

#1 4 Slot Item:
Reduced Mana
Clarity
Grace
Purity of Fire

Result:
Grace = 33%
Purity of Fire = 22%
Clarity = Ranged depend on where I leave it.

Approx used will probably be 70% of mana.

The point is to minimize cost while amplifying output; At level 20, Clarity will eat 242 mana, but contribute at least 44 mana per second, increased even more by gear.

Grace will add 2862 Evasion at level 20, which will be supplement to probably around 3000-4000 from the base build when said and done.

Purity of Fire will help prevent me from killing myself, by preventing damage to myself (at 20 it would be 82.6% Fire resist with this build).

6 Slot Quill Rain:
Q Explosive Arrow (totals 25% ignite)
Elemental Proliferation (or Empower; I don't necessarily believe with this build using Lesser Multiple Projectiles, I will need Prolif; the Aoe Ignites most on its own, and level 20-23 is like a 25% increase in damage)
Lesser Multiple Projectiles
Q Burning Damage (10% more Ignite)
Fire Penetration
Q Reduced Mana
Taming Ring (another 5% Ignite)
(Should = 40% chance to burn,3 shots, 239% Burning Damage)
Mana Cost: 35*.39 (after all reductions; .71 - .1 -.22) *1.4 *1.5 * 1.2 * 1.4 = 48 mana per cast

6 Slot Armor:
Curse On Hit
Split Arrow
Culling Strike
Flammability (will push targets to 60% Ignite)
Item Rarity
Life Gain on Hit

2nd 4 slot item:
Cast when Damage Taken
Molten Shell
Enduring Cry
Portal

3rd 4 slot item:

Doesn't really matter for this part of the build; I'd probably save it for a weapon change that is based around Blackgleam and a Physical Bow

Cons: I know this build doesn't use Blood Magic; But I also don't trust using a build that relies on damage AND spell costs off Life; I would entertain the idea IF there was a way to significantly reduce the risk of needed to skill while being hit.


Any thoughts?

Report Forum Post

Report Account:

Report Type

Additional Info