Ancestral Bond
i've been playing dual totem since OB and i think its just fine as it is. the only thing i would like to be changed is that if you have AB the totems should be able to do certain stuff for you like:
1) leech mana and life, totems leech for themselves, not you so on maps with "no life and mana regen" mods, you are basically screwed. you cant deal damage for yourself so you cant leech anything 2) crits made by the totem should allow you to gain charges from items like voll's 3) blood rage should give you frenzy charges if your totem kills something coz i think there is no way for you to kill anything for yourself anymore in order to benefit from blood rage. 4) havent tried it yet but im pretty sure you cant gain charges if you put power siphon or frenzy on range attack totems, and since totems cant get charges, they dont either. i know that this is probably a balance thing that GGG did in order not to make dual totems more powerful but there should be a way for us to gain charges. its annoying that i have to go out of my way just to avoid nodes related to charges because i cant obtain charges easily. |
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" I agree as well! There can only be one Oatmeal.
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"Defeats the purpose of Ancestral Bond. There are plenty of damage sources available even after you get ancestral bond. 2 Totems Traps Minions Mines The whole point of getting ancestral bond is trading "personal power" (in the form of direct damage spells) for superior positioning and safety. Allowing you to arbitrarily choose when you want that superior positioning and safety and when you want to have the "personal power" HURTS the node by muddying its usability. IGN - PlutoChthon, Talvathir
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"Not to double post but... 1) Totally intended. You're gaining a massive amount of safety, you give up ability to leech life. You shouldn't need the leech if you know what you're doing anyway. 2) Technically speaking spells that hit but don't deal damage can still have crit. So throw out some Power Siphons or something. 3) Last I checked you can just use Frenzy to build charges. Generates charge on hit not on dealing damage. Why the hel are you trying to use blood rage? 4) You can gain Power Charges normally form Power Siphon and Frenzy IIRC. They don't require you to do damage they only require you to succeed on a hit roll last I checked. Charges are 100% viable on ABond users. Just because you don't know how to generate and use them efficiently doesn't mean the node needs buffing. If you realy want top have some fun run around with Frenzy w/ Power Charge on Crit support. Pump up your critical hit. Watch your totems deal broken damage. Endurance Charges are actually the most gimped charges for ABond users. But that's because of the ways to gain them. IGN - PlutoChthon, Talvathir
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The burning ground of firetraps would still do damage? And Ignite on hit?
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" rofl paper says: "nerf scissor", scissor says: "buff me" hm, which of them is true..? NERF ANCESTRAL; NERF SPORK THX Neurotypicals are the worst thing this planet ever experienced. Last edited by Schinski#3393 on May 1, 2013, 9:52:32 PM
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I kind of don't see why Degen makes this broken... I actually thought it was a witty way to work around the text rules. I mean, if what you want is to render the player obsolete, might as well make traps not work either... dunno.
Shame, there goes my hope of making a double lightning warp righteous fire marauder :< |
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