Question about Elemental Equilibrium + triple Heralds concept

EE is usually best used with degenerating effects (RF,searing bond), Big hits (multicharge-discharge etc) and minions(not traps!) (they dont proc EE)

EE will always be a bad idea if you are planning on using an ATTACK with all 3 of them, unless you use a spell that's cold/lighting and do your main damage as one big physical+fire-(added fire+herald of fire)-hit (heavystrike for example)

so an arc totem could permaactivate ee for -fire resist while you basicly 1hit the mob with a heavystrike.
this is all theory and you prolly need crazy gear but atleast you whould use 2 skills instead of one...
Elemental Equilibrium (as a map mod): yet another reason why physical builds have it easiest.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
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Tempada wrote:
Elemental Equilibrium (as a map mod): yet another reason why physical builds have it easiest.


Well to be fair, EE doesn't matter that much. Penetration just takes the actual resistance of the target and substracts a bit. Since the maximum is 75% anyway penetration basically works like reduced max-resistance. Fighting an armored enemy that gains endurance charges in a map with 30% physical resistance however is a pain, since there is no physical penetration.

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Also the explanation to EE is a bit off.

You would hit with cold proqing

+25 cold resistance - 50 lightning and -50 fire

Then you would hit with lightning proqing

+25 lightning -50 cold and -50 fire

Then you would hit with fire proqing

+25 fire -50 cold and -50 lightning

If you hit with two elements at the same time, nothing really changes accept that you buff resistance to two elemental types instead of one and reduce only one elemental type.

for example, if you hit with cold + lightning you would proq

+25 cold +25 lightning and -50 fire


The easier explanation is:

The elements in your hit +25% Resistance, while the elements not in your hit get -50% resistance as long as there actually is one element. EE used to have no effect when used with all 3 elements, while now it gives +25% to all elements (if you calculate the effects seperatly it would give -75% to all 3 elements, which would be ridicolous).

So EE is only really useful for

a) Triggering it and using not hitting damage-soruces (basically degeneration-effects not caused by a hit
b) Triggering it to score a big ignite
c) Triggering it for minions (notably SRS/Sentinels or Hatred-buffed minions)
d) annoying Elemental-oriented party members
e) Elemental Hit without additional elemental damage sources
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Emphasy wrote:
a map with 30% physical resistance however is a pain, since there is no physical penetration.

Ah, forgot about that newer map mod.
Dreamfeather Elemental Cleave Ranger: http://www.pathofexile.com/forum/view-thread/1087616
Last edited by Tempada#2630 on Feb 12, 2015, 1:58:33 PM
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ahangu wrote:
This build is viable and let me demonstrate it:
- true, dealing all types of ele damage gets monsters resistant to all 3, but
- herald of thunder procs lightning bolts that only carry the lightning damage, if you kill a shocked enemy, the fun begins
- herald of ice's explosion only carries cold damage, when it shatters all enemies, the still alive are "cursed" with ele equilibrium, the fun continues

A better solution would be to insert the herald of thunder in that ring Malachai's Artifice so that only it can proc ele equilibrium and you can respec the points towards resistance and life

I have tested this with my elemental ranger using both heralds of thunder and ice + Anger for fire. Very succesfull in ele equilibrium maps, unfortunately I am too far of Ele Equilibrium node and already lvl 84, planning on using the ring as end game scenario


I am actually excited to try this out, getting myself an Artifice soon.

How did you manage to run Hatred/Anger/Wrath? Do you happen to have a skill tree I can use for reference? The auras 60% reservation is a huge amount which is why I opted to run the Heralds instead since I could run a defensive Aura on top of it. The drawback to that I realised is that I can't make use of an Alpha's Howl to its full potential if I don't use Hatred/Anger/Wrath. I bought it for its reduced mana reservation, and I'm not sure if I can afford to lose so much item efficiency. The Ice resistance is a huge boost to survivability though.
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iHaku wrote:
EE is usually best used with degenerating effects (RF,searing bond), Big hits (multicharge-discharge etc) and minions(not traps!) (they dont proc EE)

EE will always be a bad idea if you are planning on using an ATTACK with all 3 of them, unless you use a spell that's cold/lighting and do your main damage as one big physical+fire-(added fire+herald of fire)-hit (heavystrike for example)

so an arc totem could permaactivate ee for -fire resist while you basicly 1hit the mob with a heavystrike.
this is all theory and you prolly need crazy gear but atleast you whould use 2 skills instead of one...



Actually that they don't proc EE is fine, same for minions, you can still apply EE to the target in the same manner you would with a summoner build and gain the benefit on the trap.

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