Devouring Totem: worst noob trap of all time?

In my quest to be as hipster as possible I thought I'd give this a try. Boy, was I wrong.

The leech amount and cast time has not been updated since 1.0.0. 300 life per second at level 20 is a joke by today's standards. Either this needs a significant buff, or it needs to scale with spell/totem damage or something.

Also, whoever came up with the "won't leech unless you miss either life or mana" rule clearly didn't think of Ghost Reaver.


For context: I'm levelling a Scorching Ray witch, and I thought that since SR can't leech, I'd rely on Devouring Totem and Ghost Reaver to sustain my ES. Now, I stack a fair amount of cast speed for SR already, and I have DT linked with Faster Casting, but even with a cast time of 0.44s and Vaal Pact, the thing completely fails at keeping me alive in late Cruel. I'm gonna have to replace it with a Flame Surge + Life Leech combo and alternate between that and SR. :\
Last edited by suszterpatt#5078 on Mar 10, 2017, 3:47:56 PM
Last bumped on Feb 25, 2018, 1:53:59 PM
This thread has been automatically archived. Replies are disabled.
"
suszterpatt wrote:
In my quest to be as hipster as possible I thought I'd give this a try. Boy, was I wrong.

The leech amount and cast time has not been updated since 1.0.0. 300 life per second at level 20 is a joke by today's standards. Either this needs a significant buff, or it needs to scale with spell/totem damage or something.

Also, whoever came up with the "won't leech unless you miss either life or mana" rule clearly didn't think of Ghost Reaver.


For context: I'm levelling a Scorching Ray witch, and I thought that since SR can't leech, I'd rely on Devouring Totem and Ghost Reaver to sustain my ES. Now, I stack a fair amount of cast speed for SR already, and I have DT linked with Faster Casting, but even with a cast time of 0.44s, the thing completely fails at keeping me alive in late Cruel. I'm gonna have to replace it with a Flame Surge + Life Leech combo and alternate between that and SR. :\



In terms of noob trap, naw it has its uses but its so limited that most people won't waste a socket on it.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Last edited by goetzjam#3084 on Mar 10, 2017, 4:05:31 PM
So here's an idea, how about the leech amount is based on the max life of the corpse, like Detonate Dead.
"
suszterpatt wrote:
So here's an idea, how about the leech amount is based on the max life of the corpse, like Detonate Dead.


That would make it extremely strong.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
goetzjam wrote:
In terms of noob trap, naw it has its uses but its so limited that most people won't waste a socket on it.

True, to be a noobtrap it must both really good and actually be really bad at the same time.

It would probably be a decent 35% aura with some numerical tweaks, I'd pay that.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
goetzjam wrote:
"
suszterpatt wrote:
So here's an idea, how about the leech amount is based on the max life of the corpse, like Detonate Dead.


That would make it extremely strong.


I don't agree with that it's all on tuning at that point, also there are simple solutions such as unique monsters don't leave interactable corpses.

It had it's uses, and it was actually very good for a long time, but it's usefulness was lost as the game progressed into the what I'm calling the "vaal pact era" where anything short of instant life recovery wasn't good enough to handle higher level threats. That said using it was very popular previous to that especially when it could be triggered by CWDT.

As a suggestion for your recovery though, I would just try life regeneration and zealot's oath, it will make for a much less clunky combination.
Last edited by j33bus#3399 on Mar 13, 2017, 3:49:28 PM
"
j33bus wrote:
"
goetzjam wrote:
"
suszterpatt wrote:
So here's an idea, how about the leech amount is based on the max life of the corpse, like Detonate Dead.


That would make it extremely strong.


I don't agree with that it's all on tuning at that point, also there are simple solutions such as unique monsters don't leave interactable corpses.

It had it's uses, and it was actually very good for a long time, but it's usefulness was lost as the game progressed into the what I'm calling the "vaal pact era" where anything short of instant life recovery wasn't good enough to handle higher level threats. That said using it was very popular previous to that especially when it could be triggered by CWDT.

As a suggestion for your recovery though, I would just try life regeneration and zealot's oath, it will make for a much less clunky combination.

The problem with ZO is, exactly as you said, it's not instant and therefore not good enough. I just fired up the build planner, I could reasonably respec into ZO with 4.2% life regen, and switch to Stone Golem and Rejuv Totem for around 7% total (depending on what my total ES will be). But when I think about it, that means 7 seconds just to regen from half to full. In something like a lab run, that's an eternity. And even that's assuming the totem and golem stay alive. So yeah, go VP or go home.


Gotta love all this build diversity.
Last edited by suszterpatt#5078 on Mar 14, 2017, 5:24:45 PM
I it consumed corpses a lot lot faster , instantly the amount of life leeched would not matter , infact it would be a major QOL improvement against corpse explosions
Domine Non Es Dignus
Devouring Totem shouldn't only eat corpses it should eat the living as well, don't you think?

So, similar to detonate mines, I propose that devouring totem has a skill attached to it known as "Infect" or "Inject Parasite" or something. And then it will shoot out 2 projectiles that leech life from enemies as well as from corpses as normal. Then you can put a GMP on that bad boy and have 7 parasitic tentacles from each devouring totem!

Of course these totems also apply Hinder, Chance to Run, and Chance to Bleed based on... what color gems you have it linked to. Red gems, favor bleed, green gems favor chance to run, and blue gems favor hinder. Yeah. let's go!!
Last edited by BearCares#6660 on Feb 25, 2018, 1:57:49 PM

Report Forum Post

Report Account:

Report Type

Additional Info