Shock burn proliferation build: redux
I don't think you want chance to ignite. The burn damage is based on the damage done and only one burn (whatever the largest currently on the mob is) can be going so only the burns started by crits should be ticking. Chance to Ignite just means your non-crits will be piling on DoTs that never actually matter while making your ability cost more.
|
![]() |
True, it's just that getting crit chance to an acceptable level with a bow will be very difficult, which is the biggest problem I can see with the bow path.
I'm not too worried about survivability because endurance charges etc. IGN: Iolar
|
![]() |
" I should have mentioned that in my opinion a good crit chance is impossible to get with a build like this. You're better off synergizing Burning Arrow's innate chance to ignite with the support, and taking Resolute Technique. Visit the Path of Exile Wiki at http://pathofexile.gamepedia.com/
|
![]() |
That's the thing. A reasonable crit chance is doable with fireball, just not with a bow. But like I said, between chin sol, point blank, and WED, that might not matter so much.
IGN: Iolar
|
![]() |
Being in close range you will probably die a lot. If you are going to try it then I DEFINITELY hope you don't play HC. Sitting there and waiting for things to burn to death is incredibly dangerous.
Recommended endgame weapon: ideally a Lioneye's Glare (incredible damage which gets converted 100% to fire if you have perfect Blackgleam, and you can save points on RT) instead of Chin Sol, and Fire Pen instead of Point Blank... just my thoughts as someone who played Burning Arrow in CB / working on one in OB. I honestly don't even think the damage difference between the 2 setups would be that huge. Visit the Path of Exile Wiki at http://pathofexile.gamepedia.com/
|
![]() |
I am currently using a shock/burn build on my lvl 60 summon witch and i can say that it is indeed very powerful. I felt I was not putting out enough damage as a mere fire summoner and now I feel like i am actually supporting my army rather than standing by and just resummoning them as they explode.
I cast conductivity, followed by arc + added ligthing (9%) + elemental proliferation (with passives + conductivity thats 49% chance to shock on lightning dmg) couple arc casts will 3 stack shock on an entire group, then i follow up with Fireball + chance to ignite + GMP + Chain The minions clean up. It is quite a force to be reckoned with ;) Last edited by Kryptonic#3703 on Feb 8, 2013, 12:31:08 PM
|
![]() |
" I dont see how enduring cry and immortal call wont completely solve this issue. " Chin Sol will outdamage lioneye's glare because of the close range damage bonus, especially because any fire damage obtained through other equipment will also be doubled. Gems would probably be burning arrow + elemental proliferation + increased area of effect + added fire damage + point blank. I wont need chance to ignite because flammability + burning arrow will land me at about 35-40% chance to ignite. Fire penetration wont be that effective because I'll already by stacking elemental weakness with flammability. My main concern is mana cost. Edit: crap, I completely forgot about weapon elemental damage. Guess that would require a 6 link.... IGN: Iolar Last edited by BRavich#4397 on Feb 8, 2013, 4:37:38 PM
|
![]() |
" A nice alternative if you instead: - fireball spectres + chance to ignite + chain + minion damage. - dedicate yourself to arc as lightning summoner. - take elemental equilibrium. Optionally add trap+frost nova+increased AoE to grenade mobs, which will works like a curse giving -50% resists to fire and lightning (I think the initial hit triggers EE, otherwise just use cold snap). Last edited by zharmad#7992 on Feb 9, 2013, 5:12:03 AM
|
![]() |
Got excited for a second there that the OP found my sleeper OP build.
You listed a bunch of skills but forgot a biggy: Fire Trap. Combine that with Added Lightning, Eleprolif, and Aoe/Crit (or both with a 5L, ideally in a Searing Touch) and it's absolute murder on groups, about a screen-size at a time. |
![]() |
I like the idea with fireball most and I did a lot of theorycrafting around it and my witch is now lv 45. The build works well so far and has its stregths and weaknesses.
The overall pla is to use Fireball and searing touch while using following supportgems: -elemental proliferation (for AOE) -chance to burn -fire penetration -concentrated effect ... However, if the game progresses there can be done several changes: chance to burn->increased critical strike in conjunction with a high quality fireball(30% chance to ignite) fire penetration is very good because it allows to use "critical weakness" better. If you dont have FP you will have troubles vs fire resistant mobs. If you combine FP and critical weakness I think you have the best result in long term damage. Concentrated effect increases fireballdamage heavily and improves single DPS as well as AOE. I tried lighting damage for a while and I dont think its a good idea. It makes no real difference in damage, maybe in later stages of the game. LMP + Lighting damage has its drawbacks. i would rather go single projectile because the damage loss is incredible high. You have to consider that with this build you will need "+50% >>MORE<< DAMAGE" in order to compensate the 100->70% damage modifier. Thats not worth it. Also its not that easy to use the shotgun mechanic efficiently and the burn effekt is lower. I am pretty sure the aoe effekt is stronger without LMP.(also it uses up a support slot which could be spent otherwise) The ultimate build could look something like this: Searing touch with 6 linked sockets Fireball(20%) -concentrated effect -Elemental proliferation -increased critical strikes -Fire penetration -increased critical damage(?) with critical weakness. (if you crit, your total damage gets another "More Multiplier") Also you can consider picking up passives like "serpant stance" which is very point effective. In my opinion this is the ULTIMATE SPELL, however I am pretty sure that the defense will be VERY BAD. however I cant imagine that there is a build which has more damage potential... The reason which this build is strong(at least in terms of damage) is because you use a spell with HIGH BASE DAMAGE which scales well with + skills(searing touch) and has no AOE-Drawbacks. In addition it can be amplified with several "more damage" multiplier. |
![]() |