What's This? * increased Damage with Ailments from Attack Skills *
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I played PoE very briefly many years ago, so I'm basically a noob again. I have an Endurance/Stun Juggernaut build I'm excited to play with Ground Slam as primary attack. While answering my question, please elaborate on details or acronyms I'm probably not familiar with yet.
My initial build included these bonuses. But I'm not sure the best way to use them, or maybe just ignore it? 138% increased Damage with Ailments from Attack Skills while wielding a Mace 64% increased Damage with Ailments from Attack Skills while wielding a Two Handed Weapon 40% increased Fire Damage So then I thought maybe I should dip into this a bit more and tweaked the build to add this... 22% increased Elemental Damage 5% chance to Freeze, Shock and Ignite 54% increased Fire Damage with Attack Skills Damage with Weapons Penetrates 8% Fire Resistance What if I use Added Fire Damage and Combustion support gems with Ground Slam, and Flammability with Blasphemy support? Is it worth it just for some "Damage from Ailments with Attack skills" bonuses? Vs regular monsters I think the Ground Slam/Stun with all the Endurance Juggernaut bonuses should be enough dps. perhaps the ignite ailment damage is useful in longer fights vs bosses? Suggestions? Last bumped on Jan 22, 2019, 7:03:28 PM
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Usually people tend to focus on either hit or ailment damage.
If you want to go this route with burning, i'd suggest you to fully convert your physical into fire. Also, have in mind that enemys can only have 1 stack of ignite (unless you have some modifier to this limit), so too much attack speed may hinder the burning investment. Try grabbing passives that benefit both the hit and the ailment; fully converting means a better use of flammability. Yet the burning won't be outstanding unless you have some more multipliers like burning damage support gem, swift affliction support gem, etc. Last edited by jhssf#3557 on Jan 21, 2019, 10:08:02 PM
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all of the initial Ailment bonuses were also part of the mace damage bonuses I wanted anyway, so they are sort of like "free" bonuses. I didnt go out of my way to get them.
2H Mace without much attack speed bonus, so overlapping ignites won't be an issue. So if I dont go all in with fire damage, it's better to put those points into more mace/melee/physical damage? I really do want to keep Ground Slam for the stun bonuses, which is the main focus of the build. I guess there're 2 ways to do this with Ground Slam 1. focus all physical damage and stuns with Ground Slam 2. use Ground Slam as a conduit for mostly fire/burn damage |
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A couple leagues ago, GGG reworked how poison, bleed and burning damage scale. They were way too strong, everybody and their mothers were always adding "double dip poisons" to whatever build they were playing.
Now ailments no longer scale off your final damage (including all normal Boni to damage), they now need to be scaled from the ground up, on their own. That's why you find plenty of "increased damage with ailments" in the tree and on skill gems. You can just ignore these lines most of the time or treat them as a "free bonus", they are usually not adding up to substantial numbers unless you really build around them. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519 Last edited by Peterlerock#5171 on Jan 22, 2019, 2:52:13 AM
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" At what amount of bonus do they become viable? After ditching the fire and elemental bonus damage on my build, I selected more physical damage nodes, but they also include the ailment damage bonus. Now I have 350% ailment damage bonus. |
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