why people use CwDT + Immortal Call in the first place?

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Chadwixx wrote:
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adghar wrote:
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Chadwixx wrote:


I combine mine with molten shell since it absorbs damage. Ic takes care of the phy so it will only absorb the element.


Huh? Neither Immortal Call nor Molten Shell prevent non-physical damage. Are you sure you read Molten Shell description correctly?


Summons fiery elemental shield

Shell breaks after X damage is prevented

Seems to work well for me, im immune to phy with ic up, so molten sheild only sees elemental
huh?
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Absorbed Damage: once cast, any physical damage that is negated by armour (including armour gained via Granite Flask and Molten Shell itself), blocking, by the skill Immortal Call, or by the skill Arctic Armour will count towards triggering explosions. The only damage mitigation provided by the skill is the bonus to armour while the buff is active.

Also, description itself:
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Summons fiery elemental shields providing additional armour for a short duration. If cumulative physical damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.
Nothing about elemental protection of any kind.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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silumit wrote:

Also, description itself:
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Summons fiery elemental shields providing additional armour for a short duration. If cumulative physical damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.
Nothing about elemental protection of any kind.


Strange, the additional armor wouldnt help me with ic up, but i feel alot more tanky with that gem in. I also told my buddy who was dying alot to add that one, 86now.

Didn't bother to read the whole thread, but I just wanna add my char who uses CwDT + IC takes no dmg from labyrinth spike traps if it triggers.
My summoner guide: https://www.pathofexile.com/forum/view-thread/1765329
My shop thread: https://www.pathofexile.com/forum/view-thread/1748967
Its usefull, not always, but in some scenarios it can save your life.
All you need is just 2 slots in gear - no real investment - thats why many people pick it.

You want to compare it to endurance chages with require alot to investment on right side of tree to be good. 6 charges isnt alot, its not even close to 50% dmg reduction so you wont feel much difference either when burst dmg or one great hit comes versus evasion character.
Also you will invest much more, so maybe start comparing the option with options where you also invest the same amount of skill points/gear/currency?

Both tactics will save you only in some scenarios. My own preferable way is just to 1 shot everything so I wont bother of getting hit except for rare cases or reflect (I can run 2 maps on avarange before I get hit a single time).


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Chadwixx wrote:
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silumit wrote:

Also, description itself:
"
Summons fiery elemental shields providing additional armour for a short duration. If cumulative physical damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.
Nothing about elemental protection of any kind.


Strange, the additional armor wouldnt help me with ic up, but i feel alot more tanky with that gem in. I also told my buddy who was dying alot to add that one, 86now.


I guess Molten shell is preventing the damage before IC does.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
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dudiobugtron wrote:
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Chadwixx wrote:


Strange, the additional armor wouldnt help me with ic up, but i feel alot more tanky with that gem in. I also told my buddy who was dying alot to add that one, 86now.


I guess Molten shell is preventing the damage before IC does.


This. Damage prevented by armour doesn't count for CWDT. So if you have Molten Shell up, CWDT will trigger less often.
Softcore, solo self-found.
----- Currently: -----
Holy Relic of Conviction Flicker Strike Necromancer in Mercenaries
On my Evasion characters i do use CWDT + IC but not becouse boxes, porcupine and similar becouse they berly ever hit me, it more come to Phusical damage spells.

Even tho i have Spell dodge its realy scary when you have no phusical demage reduction and behinde corner there is bunch of Ancient Constructs that start off screaning barage simulteniosly and usualy have LMP/GMP.
In such scenarios you can get stun locked and die in literal second. Casters with no evasion are even more vurnable to burst damage and do need this.

Example:
Ancient Constructs

Barage Example

If they hae CWDT + IC they surly will not die.
Last edited by nEVER_BoRN#3512 on Oct 27, 2016, 5:16:55 PM
Question: was this a troll thread?
No rest for the wicked.
Nah. Somebody just happened upon a build that worked better for him without IC and abstracted that out, incorrectly, to assume that every build was better without IC.

Builds that rely heavily on Endurance charges don't like using Immortal Call, that is very true - but builds without any ECs, or which don't really rely on them, have a lot of reasons to check out IC. As this thread has repeatedly proven.
She/Her
Honestly all you have to do is Vaal a few tough high level maps and play any caster, any evasion build, pretty much any ES character, or anything that isn't an endurance charge high armor type character, and play for 30 minutes without Immortal Call set up. Then play for 30 minutes with it in.

I guarantee you will leave it in from then on...

It's amazing this is even a thread, let alone a 4 page one. The benefits of immortal call for certain types of characters is as obvious as obvious gets.

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