Burning Duration and Poison Duration

If I add Poison Support http://pathofexile.gamepedia.com/Poison_Support

to Burning Arrow http://pathofexile.gamepedia.com/Burning_Arrow

and go for ignite duration jewels

let us say 5 jewels with "5% increased Ignite Duration on Enemies"

Will the enemy monster remains poisoned until it burns?

Or should I also stack the skill effect duration?

Last bumped on Oct 25, 2016, 1:50:28 PM
DoTs from different sources stack, so yes, you can have enemy ignited and poisoned at the same time

it would be maybe better of you described what you want to do, because Im not sure if you understand how ignite/poison works

IGN: Eric_Lindros
CET: Timezone
I want to use "Burning Arrow" and "Cloak of Flame" and Q20 "Elemental Proliferation Support"

I want that the enemy can take a long time burning damage at least 10 seconds similar to earth quake

I want to keep the poison until the enemy burns so that I can stack "Increased Burning Damage" and "Damage Over Time" passives
ignite is based on initial fire damage (and multiple instances cannot stack unless you use emberwake), while poison on chaos/phys damage and multiple instances stack. so your modifiers investment would likely split in two sections, each affecting only part of damage

other thing is that increased burning/chaos damage would scale only the DoT, not initial hit. In this cases it is always better to scale initial hit (because it indirectly scales the DoT too). Some modifiers are even possible to scale both. (fire/elemental in case of ignite). The only way how to scale everything at once (initial hits of phys/fire and ignite/poison) would be scaling "projectile damage"

elemental proliferation does not work with poison, so again, its not worth it to use a gem that affects only part of damage.

I think it would be better to focus on one thing. You want to use cloak of flame, so Id suggest converting rest of the damage to fire (using The Signal Fire quiver), and use emberwake (or even in combination with the taming if you are rich) to stack ignites from proliferation (would be ideal to get it from Elementalist ascendancy).

Either way, Id call 5% extra duration from jewels negligible



IGN: Eric_Lindros
CET: Timezone
Just focus on the elemental damage. If you are trying to prolif the ignites, you are better off just scaling elemental damage (which will not increase poison damage, which also cannot be spread). The mechanics of how these two DoTs are applied is too different also. To effectively use poison you want something that will hit with high phys or chaos damage often and quickly (since poison stacks). With ignites, which do not stack, you want one large hit, that will ignite and then can be proliferated to the surrounding mobs.
U MAD?
"
Id suggest converting rest of the damage to fire (using The Signal Fire quiver)


No, I am using drillneck

"
Either way, Id call 5% extra duration from jewels negligible


may be, but I am using 5 jewels

So
25% extra duration from 5 jewels which 5 * 5%
50% from cloak of flame
10% from http://pathofexile.gamepedia.com/Breath_of_Flames
10% from http://pathofexile.gamepedia.com/Elemental_Focus_(passive_skill)
10% from Q20 Proliferation Support
==
105% duration

I am going to use http://pathofexile.gamepedia.com/Slivertongue which will cause Bleeding on pierce

I am going to use http://pathofexile.gamepedia.com/Pyre which will covert cold to fire
Therefore Hatred Aura also converted to fire

So
4L Burning Arrow + Poison + Pierce + Proliferation Support
5L Burning Arrow + Poison + Fork + Pierce + Proliferation Support
6L Burning Arrow + Poison + Fork + Pierce + Proliferation Support + Chance To Ignite

I think this combination stack?
Last edited by zigma2013 on Oct 19, 2016, 11:28:46 AM
Unless you are converting your fire damage to chaos damage, poison is useless.
U MAD?
Physical damage is there rt? so 8% physical damage as default

GGG says

"

http://pathofexile.gamepedia.com/Poison_Support
Damage - The Poison gem deals 8% of a hit's combined chaos and physical damage as chaos damage per second, and lasts 2 seconds by default


Also
"

http://pathofexile.gamepedia.com/Force_Shaper
Gain 5% of Physical Damage as Extra Chaos Damage


-----------let us assume you idea----------

What about this combination

5L Burning Arrow + Poison + Added Choas + Pierce + Proliferation Support
6L Burning Arrow + Poison + Added Choas + Pierce + Proliferation Support + Chance To Ignite

Will that be OK?
Last edited by zigma2013 on Oct 20, 2016, 7:55:24 AM
"
zigma2013 wrote:

What about this combination

5L Burning Arrow + Poison + Added Choas + Pierce + Proliferation Support
6L Burning Arrow + Poison + Added Choas + Pierce + Proliferation Support + Chance To Ignite

Will that be OK?


No it will not work well at all. Poison and Added Chaos will add almost nothing. Either you go full fire, or full physical and poison.

Poison will not proliferate and Chaos Damage will not increase the burn. If you want to scale multipe DoTs I suggest you look at a full physical skill and scale both the Bleed and Poison DoTs. So no, those setups will not synergies well. The only way I know of spreading poison damage from a single target is to use Bino's Kitchen Knife.

So when it comes to multiple DoT scaling. Bleeding and Poison are those that can synergies well. Either you scale only the burn and proliferate and skip multiple dots. Or you skip fire all together and concentrate on scaling poison, and possibly bleed.

Regarding Posion/Bleed
I do no feel very qualified answering this for Bow skills, since I almost never use Bows. But use a 100% physical skill and either craft one with Tora's signature mod "Causes Bleeding on Hit", which would be pretty expensive.
Or use the bow Slivertongue, I don't know how good this bow is though.

Another alternative, more common, is to use Puncture for single target and go for poison with your AoE clearing skill.

You could a projectile attack skill like Spectral Throw and a Sword/Axe/Dagger with vagan level 7 mod prefix Causes Bleeding on Hit, or a weapon that causes bleeding on hit like Atziri's Disfavour axe or something like the rive claw. There are many alternatives when it comes to melee weapons.

Assassin Ascendancy also has some powerful nodes that scale and apply both bleed and poison with Attacks. Ascendant(Deadeye+Gladiator for example) and Gladiator also has some powerful bleed nodes.

Remember that Poison stacks multiple instances so it works well with fast hitting and skills that hit multiple times. And bleed does not stack so you want one powerful attack, and hitting the enemy multiple times in a short doesn't do anything for the bleed.

But also note that many bleed nodes, and items, are for melee attacks only. So watch out for that.

Regarding Burn
Scaling burn is best done with fire/elemental damage nodes/stats or some keyword of the initial skill for double dip. And preferably you use 100% fire damage which can be achieved in many ways. For example with burning arrow and Avatar of Fire.

For fire damage convertion you for example do the following:
- For a 50% Physical to Fire skill you can use Avatar of Fire or The Signal Fire quiver. You can use Hrimburn/Himsorrow + Pyre and a Quiver(Drillneck if you must) corrupted with Physical to Fire/Cold (Note that this last will not give 100% conversion, it will give 85-95% conversion depedning on how good the corruption is.)

You could use a 100% physical skill with Blackgleam/The Signal Fire + Hrimburn/Himsorrow + Cold to Fire and Avatar of Fire. Or you could even do Physical to Lightning + Pyre + Cold to Fire + Call of the Brotherhood and Avatar of Fire witch is probably not the best idea.

Also Hatred aura would work well and be fully converted since you are using Pyre.

- You can also use a 100% cold skill and the ring Pyre.
- You can use a 50% cold converted skill and Cold to Fire + Avatar of Fire.
- You can 100% Lighting skill with Cold to Fire or Pyre + Call of the Brotherhood + Avatar of Fire Notable.

And I would probably use supports like Added Fire, Chance To Ignite, Increased Burning Damage.

Sources:
http://pathofexile.gamepedia.com/Bleed
http://pathofexile.gamepedia.com/Damage_over_time
http://pathofexile.gamepedia.com/Poison
http://pathofexile.gamepedia.com/Damage_conversion

Edit: I forgot there also is a Cold DoT skill in the game now, Vortex. But people seem to either use that as a cold DoT or convert it to a pure fire DoT. But maybe there are some interesting 50/50 versions of it that chills and burn, but then you would still scale that mostly with spell, cold and fire-damage.

Edit: Maybe I went a bit OT. Some fixes.
Last edited by inkube on Oct 20, 2016, 11:45:21 AM
"
zigma2013 wrote:
Physical damage is there rt? so 8% physical damage as default

GGG says

"

http://pathofexile.gamepedia.com/Poison_Support
Damage - The Poison gem deals 8% of a hit's combined chaos and physical damage as chaos damage per second, and lasts 2 seconds by default


Also
"

http://pathofexile.gamepedia.com/Force_Shaper
Gain 5% of Physical Damage as Extra Chaos Damage



Yes, physical is there, but the problem is that there isn't an efficient way to scale all of the different damage modifiers you will need for BOTH ignite and poison to have any effect. If you want to play an effective build, choose one or the other. If your goal is to just hit Merc Dried Lake, then do whatever makes you happy.
U MAD?

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