Spell shotgunning?
I'm currently playing a flame totem templar. I've been googling through some of the flame totem threads and heard about "shotgunning." I'm still kind of a noob, so could i get a short rundown of what "shotgunning" means?
Also, if i'm understanding the concept right, what's the point of multiple projectiles on FT, if shotgunning got nerfed? Last bumped on Dec 21, 2016, 8:35:10 PM
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Shotgunning refers to overlapping AOE effects of multiple projectiles from a single skill. Usually one enemy can only hit by one projectile, however, there are exceptions (vaal burning arrow can easily shotgun, due to targeted explosions).
The point of multiple projectiles on flame totems is mostly greater are coverage due to a bigger cone of piercing projectiles. I make dumb builds, therefore I am.
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The developers define shotgunning as multiple projectiles from the same volley being able to hit the same enemy. Under this definition, no skills in the game can currently shotgun.
The purpose of multiple projectiles on Flame Totem is usually to increase the spread, so that each Totem can hit a higher number of enemies at once. It's not my favourite game design, but the vast majority of time spent in Path of Exile is fighting multiple monsters, not one-on-one battles. This makes many build guide writers suggest getting multiple projectiles for Flame Totem. Need game info? Check out the Wiki at: https://www.poewiki.net/
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Should be noted that there are psuedo shotgunning methods if you really want to use them.
Most involve 100% knockback or AoE scaling (and frostwall until the recent nerf). I actually did a mechanical test build for Frost Bolt and Max Stun.
Spoiler
(100% knockback, slower projectiles, craghead (double stun duration), slayer (guaranteed stun, double stun duration), warlords mark (more stun duration), temporal chains (even more stun duration).
The idea was that when an enemy is hit, they get stunned for VERY long time (like 3-10 seconds regardless of HP) and while they cannot move they are getting infinitely hit and knocked back by a single frostbolt. Thing is the frostbolt has to travel slow enough so that the hitbox does not pass through the enemy before the hit time refreshes. Did not work beyond 2-3 hits, but I suspect I may have gotten that infinite hits, infinite knockback dream if I could've gotten my hands on a Reach of the Council for the extra slow. The clear speed was some of the worst ever because the projectiles end up slower than base movement speed. The one redeeming factor is you could stack up like 5 of them inside each other. I could also get like 80 frost bolts on screen at once with base cast speed. Oh and the end idea was using totems so you don't have to wait for the bolts and the knockback direction is stationary (the totem) so you can keep moving. Another method which is actually really strong and I also built around is Sire of Shards cluster trap magma orb. With enough AoE each traps magma orb can hit twice. Resulting in 8 potential hits from one trap throw. What is really good though is the orbs bounce for like 2 screens with lv21 and the chain enchantment. Really solid build idea that I did not push anywhere near the limit. I was also running it with like 6 unstable payloads so that each trap throw could hit up to 16 times. But unstable payload is really weak honestly (need to buff it and trickster node). I just though it was a cool mechanical gimmick. A kid with a magnifying glass. . . looming down on the anthill. Eventually one is going to get you. Last edited by Maceless#1951 on Dec 21, 2016, 5:52:56 AM
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" Adghar already mentions this in their reply, but I just want it to be very clear: this is not what GGG considers shotgunning, and as such it's best to not label this effect shotgunning. |
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thx for all the informative posts, guys.
i think psuedo shotgunning is too advanced for me--im still trying to settle on a simple, solid league starter, atm. |
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