Spell Totem

Does the 50% less dmg on spell totem, make like summon ragin spirits / zombies / skelles: 50% weaker when summond by it ?
Ingame name: Jinxedtotem / FearTheMonkeys
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napalm424 wrote:
Does the 50% less dmg on spell totem, make like summon ragin spirits / zombies / skelles: 50% weaker when summond by it ?
yes
why spell toten dont work whit the taming ?
The totem support is currently very weak and desrves a good buff. The totem support provides a 0.8 dps decrease even if 2 totems are ouyt, while other supports give 1.4 dps increase on average, totems require a lagre manapool, thus reducing auras one can have. Generally most people stopped using these as dps-source long, long ago.
Just remove this gem already, its redundant atm.
I know it's kind of dumb to advocate for a boof to this, a real "see-saw" type moment on Mana, with casting spells directly versus getting them for free through totems...

But Flame Totem does basically render this obsolete. The only spell we have that can be used with Spell Totem that's comparable is fourth stage Incinerate (which is comparatively about the same damage overall after warmup time is taken into account, and grants a huge -mana cost and +duration, thereby warranting the extra gem slot). Other options range from "lackluster" to "utterly pathetic" (that one would be Ice Nova Totems).

Sometimes the stat tree really bums me out. Eliminates options that might as well be open to you (Assassins in Diablo 2 could use Inferno Trap and Shock Web, to use the equivalent Flame Totem + Lightning trap in Path of Exile you're locked into more expensive Projectile%. Which is a million miles from the +1 Totem stat.), while doing nothing really to constrain the use of passive force multipliers (that's auras, minions, totems; basically anything that absorbs or deals damage for you passively).
Or that Flame and Searing totems are just too high.
Ive written this in the flame totem post, but it should be mentioned here also:

Totem survivability is too low, compared to the mana cost! Not very viable in later levels. Also the nodes are too spread out. Solution: up the base life, reduction and resistances.

Flame totem damage is fine imo, definately not OP.

The Hyperbomber for 2.6: https://www.pathofexile.com/forum/view-thread/1879383
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Lichalfred wrote:
The totem support is currently very weak and desrves a good buff. The totem support provides a 0.8 dps decrease even if 2 totems are ouyt, while other supports give 1.4 dps increase on average, totems require a lagre manapool, thus reducing auras one can have. Generally most people stopped using these as dps-source long, long ago.
What you mean to say is that totems provide damage while you cannot otherwise deal damage and therefore should be treated as such rather than as a primary damage spell.

Because supporting damage to go with your primary spell is never a bad thing. If anything totems should just be tougher (or untargetable)
IGN - PlutoChthon, Talvathir
No spell echo for us :(

fuck this game :)

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