ARC Enchant vs. Innervate + AOE Support HELP
I don't know enough about the game to make this call. I can go spend a bunch of EX on a helmet with 40% arc dmg but lose Innervate and Inc Aoe support for my storm brand.
I'd have to switch my boots out for a command of the pit to switch my storm brand setup to. Its a big cost decision which I would like advice from someone who knows if it would be worth it. Is the 40% increased arc damage superior to having innervate + AOE support? Thanks Last bumped on Jan 9, 2019, 7:01:26 PM
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Not worth at all; if your main skill is arc just put it on a 6l chest
It's 40% increased not more so not big deal (unlike for example an extra molten strike ball) :p |
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I'm not sure you understand. I have my arc in a 6 link. If I were to buy a helmet with the 40% arc dmg enchant, I wouldn't be able to get it with the aoe and innervate support like the helmet I have has, so I would in essence be trading aoe + innervate on my storm brand 4 link, for 40% arc damage. That's what I'm asking if it's worth it about.
Last edited by _Vanquish_#1820 on Jan 8, 2019, 6:54:58 PM
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No, not worth at all
May I ask why you linked hypothermia in your arc setup? Also, you have several abyss jewels in your passive that gives "lightning damage to mace attacks"; they don't apply to your spells at all |
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The guide for Enki's Arc witch stated this:
"Hypothermia is another damage increase that's not represented in our tooltip. It gives a huge more multiplier against chilled enemies while also buffing the effect and duration of our chills. To reliably make use of this, we need Beacon of Ruin and atleast 1 cold damage dealt with Arc, which we can gain through gear or jewels. Due to that, it's our 6th link choice." As for the mace attacks, I am too new to know, thanks for that info. |
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In order for hypothermia to do something you need to apply chill. As an elementalist that's easy enough to do, one cold damage on your arc suffices. I'm sure The build guides creator uses either call of the brotherhood (a unique ring) or simply an abyss jewel with flat cold damage to spells. But as far as i can tell you don't have any of that, so essentially you are running on a 5L atm.
Edit says: Nevermind, i missed the flat cold on your Ruby ring, wich in fact might work, if it applies to spells. (Its a new enchant, that i haven't used myself yet, so idk for sure.) dedadadadedoodoodoo is all i want to say to you Last edited by tweedledee111#4983 on Jan 9, 2019, 1:10:52 PM
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" I never did an elementalist but this is strange. Sure, Beacon of Ruin gives "Chills from your Hits always reduce Action Speed by at least 10%", but you need to chill first; to quote the wiki: "Chills inflicted by hits last for 2 seconds. The magnitude of the slow is directly proportional to the damage relative to the target's maximum life, equal to 30% slow at 10% of the target's maximum life dealt by Cold damage, scaling down to 0% at no damage. Hits below the minimum threshold of 1% effect are discarded, effectively requiring a hit of 0.33% enemy maximum life to chill that enemy. As an example, The Shaper has approximately 20 000 000 life. Minimally chilling The Shaper requires a single hit of 66 000 cold damage." I always thought you need to do a minimum damage with cold to chill/freeze and lightning to shock. At least that's how it used to be until recent changes in last league or the one before, not sure; but I think you still need to do a minimum amount of damage that surpasses a threshold. =p EDIT: I forgot about Chilling Conflux. But still it's up 6 seconds and down 8 seconds, so... Last edited by jhssf#3557 on Jan 9, 2019, 1:13:45 PM
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Beacon of ruin gives you a set minimum chilleffect of 10% and a set minimum shockeffect of 20%, no matter how much cold/lightningdamage you do, as long as you do at least one point of damage of that type. You then even can scale ailmenteffect. I agree that the wording could be clearer, but that's what beacon of ruin does. It let's you bypass the threshhold so to speak.
https://pathofexile.gamepedia.com/Beacon_of_Ruin: "Beacon of Ruin overrides the minimum threshold of 1% effect that normally applies to chill and shock.[2][3] In other words, 1 point of cold damage from any hit will apply chill[4], and 1 point of lightning damage from a critical strike will apply shock. This also applies to damage types that are enabled by unique items, where 1 point of physical damage will apply chill when Soul Taker is equipped..." With every other ascendancy it works like you thought. dedadadadedoodoodoo is all i want to say to you Last edited by tweedledee111#4983 on Jan 9, 2019, 1:18:43 PM
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All things considered, would you who know replace hypothermia support with efficacy or another skill gem that would better suit?
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Keep hypothermia. Replace your jewels and make sure one of them has "adds cold damage to spells". Avoid/ get rid of everything that says "to attacks". Attacks vs spells is one of the fundamental distinctions in the wording of the game.
dedadadadedoodoodoo is all i want to say to you Last edited by tweedledee111#4983 on Jan 9, 2019, 1:25:58 PM
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