Ancestral Bond

I agree that +1 totem keystone needed to be nerfed but I don't like how did GGG handle it. For pure totemist builds it hasn't changed almost nothing, they can still use totems as a main source of damage, just with limited choice of skills between totem summmons (which made them actually more boring not weaker). In other hand it has broken builds, that doesn't rely directly on totem damage or use them as utility skills.

So if there is absolutly no chance to solve this by applying some kind of stat penalties, please at least consider changing
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You can't deal damage with your skills yourself.

to something like
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You can't deal damage with your skills yourself while additional totem is summoned.

How does this interact with righteous fire?
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DiscOH wrote:
How does this interact with righteous fire?

Currently damage over time still works after taking Ancestral Bond.
It's unintended.


EDIT: Just thinking about this once the dot+AB issue gets fixed, RF will have to be an edgecase, otherwise you can just turn on a permanent 100% final spell damage buff with AB since you're not dealing damage with it (to yourself).
Last edited by pneuma#0134 on Jan 27, 2013, 6:21:38 AM
I need some help with ancestral bonds (2 totems at once node)

Basically I'm wondering this: Right now I have a forking spark totem
Will this node let me put two down at the same time, or will it allow me to put two down BUT I need to equip a second set of these gems into another item?

Hope someone understands.
Do I need to get a second set of gems or can I just use the current skill totem twice?
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zankioh wrote:
I need some help with ancestral bonds (2 totems at once node)

Basically I'm wondering this: Right now I have a forking spark totem
Will this node let me put two down at the same time, or will it allow me to put two down BUT I need to equip a second set of these gems into another item?

Hope someone understands.
Do I need to get a second set of gems or can I just use the current skill totem twice?

You may use same totem skill twice and get 2 of them.
I really hope you will reconsider the change to this skill or at least add a (probably mutually exclusive) alternative.

I was planning to make a very totem oriented melee marauder but this change completely destroys any possibility of that, you are basically forced into combining it with a minion master setup.

Would be nice to see an alternative like "All non-totem damage you deal (including minions/traps/mines) is reduced by 50%"
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Phoenix9525 wrote:
I really hope you will reconsider the change to this skill or at least add a (probably mutually exclusive) alternative.

I was planning to make a very totem oriented melee marauder but this change completely destroys any possibility of that, you are basically forced into combining it with a minion master setup.

Would be nice to see an alternative like "All non-totem damage you deal (including minions/traps/mines) is reduced by 50%"


Huh? Use traps or mines, they are same as totems and still do damage. Use curses.
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B_TAHKE wrote:


Huh? Use traps or mines, they are same as totems and still do damage. Use curses.


That is merely a bug though, they are not supposed to deal damage. So you can't really consider that.
Last edited by zankioh#2265 on Jan 27, 2013, 8:30:33 PM
I am curious as to whether or not you can make a totem that lays fire traps. If so I may consider using this info to make a boss fire trapper build. (^_^)

The damage from the individual totems is ~40% (after adjusting for dmg and attack speed reduction) and then you have your own traps which would add up to 180% dps if I am doing my math right. Is this actually how it works or am I being too crazy with my pioneer build ideas?
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zankioh wrote:
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B_TAHKE wrote:


Huh? Use traps or mines, they are same as totems and still do damage. Use curses.


That is merely a bug though, they are not supposed to deal damage. So you can't really consider that.
No it's not. Traps and Mines can deal damage under Ancestral Bond just like totems can.
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Phoenix512 wrote:
I am curious as to whether or not you can make a totem that lays fire traps.
No, but you can make a trap that summons flame totems.
Traping a skill, when present, always applies after toteming. So a skill with totem and trap will always be a trap summoning a totem, not a totem throwing traps. And skills that are naturally traps can't be totemed, because it would need to squeeze 'in the middle' between the trap and the effect.

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