Rain of Fire Templar

Passive skill Tree (63 points spent)



Gear
Spoiler
The Searing touch long staff (bonus to fire gems socketed, spell damage, fire damage, burn damage, cast speed)


Gem Skill
Spoiler
Firestorm -> Totem -> Mana Leech*
Elemental weakness -> Increased Area
Fire Trap -> Increased Area
Molten Shell -> Increased Duration*
Fireball -> Life Leech
Detonate Dead
Haste -> Reduced Mana Cost
*strongly recommended



Strategy against Crowd
Spoiler
Cast Firestorm Totem in the center of a group of enemy; cast elemental weakness in the same spot; place trap around or under the totem; use detonate dead against necromancer; use fireball just to do something and gain life; cast again elemental weakness when it ends.


Strategy against Boss
Spoiler
The same plus Molten Shell


Outcome
Spoiler
The totem continues to cast firestorm against elemental weakened enemies, leeching mana. The enemies attack the totem but incur in burning damage due to fire trap you placed around the totem. You can spend your time using fireball or watching the features of the items dropped ;-)


Notes
Spoiler
Actually my skill tree doesn't look like the URL due to heavy character modification after i get the searing touch.
I don't like minions, but if you do you could easily reach minion instability and other minion support keystone.
You could also get Hex Master if you think it's worth it.
Other options involved the use of wand without the searing touch.
This build is powerful but not so fun to play because you basically watch everything around you die.
I don't pick elemental equilibrium because it doesn't work well with extended burning damage.

Last edited by ammenz#4934 on Sep 2, 2012, 12:50:56 PM
Its a basic magic build and nothing wrong with it as long as it gets the job done.I dont see why you should get those 2 Fire Weapon damage and mana for killing enemies nodes though.

However you will encounter some problems with bosses or unique monsters since Fireball and Firestorm are very poor spells when it comes to taking down tough enemies.They are good for crowd control and such.

A solution to this might be to get Elemental Equilibrium and hitting enemies with cold or lightning damage first,but that would mean rethinking your build.

Getting the curses keystones will really help fighting enemies since you can combine curses like Temporal Chains and Elemental Weakness on the same enemies.This combination works superbly against bosses or tough monsters (as long as they arent immune to curses tho)
Plus you already have some area skill node which also increase the radius of curses.
Last edited by dualestl#7194 on Sep 2, 2012, 1:14:21 PM
After the latest patch i rearranged the skill tree.
Trap keystone are still too far from templar starting point. I choose to go for totem on the left side and curses' related keystone on the upper part. Now i use never expiring temporal chains + elemental weakness, so the enemy spend more time under the firestorm. With this gems configuration it is worth to spend skill point increasing area of effect.
Tree
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I post only the key parts of my gear
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and as secondary weapon slot (used only to activate the auras at the beginning of new location)
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The strategy remains similar to what I've written before, with few changes:
- 2 Totem instead of one
- 2 curse to be cast
- more life and energy shield

Last edited by ammenz#4934 on Sep 11, 2012, 8:21:21 AM
Some items in this post are currently unavailable.
Can you post an updated version of your passive tree? I like the firestorm templar build myself, and am curious about yours.
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IGN: Casaub

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