Totems feedback
Played shockwave totems, tried almost all skills with ancestral totems, tried artillery ballistas.
All of them have at least one common issue: mana costs. Building in bottom part of the tree, either str for melee totems, or str/dex for ballistas, leaves not much space for int to get some mana. So mana comes mostly from levels. And mana costs of all totem skills is just insane. Building towards totems as main damage source doesn't give that much generic damage increases to use other skills to leech mana, considering you need to leech more mana than you use for this skill and totems. Converting to life partially feels better, but since main source of scaling totems now is stacking gem levels, mana cost goes through the roof very fast. Blood magic isn't a real option too, since each totem will cost at least 200-300 life, or even more, and you have to constantly resummon them up to 3 max limit. Scaling. While i partially understand the reason to remove weapon scaling from totems, but i'm confused, why there is nothing to support totems on weapons then? The only useful affix left is +melee/projectile levels. We tested everything else. Accuracy, attack speed, even life/mana on kill. Nothing works on totems. So you have to look for maximum tier of gem levels and some attributes, nothing else matters here. Just nothing. And here comes artillery ballista (didn't test ripwire myself, but my friend couldn't make anything with it, it couldn't even kill white mobs). It. Will. Miss. Always. It can't hit any moving target. It misses even stationary target if it wants. It deals non-existant damage on level 31 with +4 gem levels from weapon, +2 max totems, and all totem/fire damage accessible by leftover points at this level. It manages to not hit monsters in small areas at all, i had to lure them away to open space before ballistas would deal any damage. Ancestral totems: there isn't much to say, same mana issues, weird scaling. Targeting with some skills could be much better (stampede, running through everything and exploding behind targets). Shockwave totems were the best of all, but same mana issues starting closer to the end of campaign. And the damage falls off eventually even with armor broken into negatives with warbringer. Imo, at least melee totems should be useable with sceptres, to possibly build around Ancestral Bond (adding something like totem gem levels to them). Probably, all totems should not require specific weapons, if they use their own weapons now. Either this, or at least some scaling from player equipped weapons, otherwise it just doesn't make any sence. TLDR: Scaling should be compensated in some way, scaling by gem levels only is awful. Totem manacosts are insane, they should be tuned, considering totems don't leech mana for you, and getting so much mana back without leech while building in bottom part of passive tree is near-impossible task. Last bumped on Dec 11, 2024, 3:01:03 AM
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I agree 200% but especially the mana part, my totems cost 427 mana now!!! how am I ever going to sustain mana as a warrior??? I took even quite some mana nodes / make skill cost into HP but anything short of lifetap/bloodmagic does nothing...
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