Totems making this game too easy?

I think dual totem passive was aimed more towards rejuv or decoy totems.
I can understand a class that can summon two totems to take the beating while you kill everything with your spells. My first build is a dual curse spark casting witch and i use a spark totem.
I have lightning penetration and quality sparks in each of my spells. I normally do not even need to use my curses but when there is a strong monster(pretty much the rock guys or bosses) i just pop conductivity and elemental weakness on him and he is gone(sometimes before i can even cast the second spell) I also have 4 zombies and 2 spectre which take the hits for me.

Do i want it nerfed? no not really. It makes for a great farming character but it gets pretty old.
I am now running a blood magic ethereal knives shadow. I have 2k life and 7k armor and I can take a fair amount of hits with a rejuv totem and alchemy passive. I'll probably drop the rejuv totem for a cold spell totem though. I made this build so i could kill stuff and enjoy running back to cast and trying not to die, that is half the fun.
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EpsiIon wrote:
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BazzV5 wrote:
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EpsiIon wrote:
The issue is that to be a "totemancer" all you are is a templar caster with a dual totem node.


And thats part of the problem though Epsi

The Templar doesn't have the easy access to casting support nodes so any drastic re-balancing to Spell Totem will likely make the Witch the more viable starting point.

Totems are arguably the only good reason to choose a Templar, (as a caster), over a Witch and looking at where the Dual Totem node placed in the tree it seems to be the way that that GGG want this to be.

I'm just crossing my fingers that whatever forthcoming change we see to Spell Totem has a greater impact on Witches than Templars else may as well rock and roll with a Witch if you want to be a caster in OB.


The issue is that a templar caster is not SO crippled, compared to a witch caster, that it warrants adding a mechanic that can completely circumnavigate damage, and subsequently defense, in it's entirety.

Yeah I agree but I was trying to make the point that any re-balacing should be done delicately or at least be considered from the Templars point of view as well as from the Witches.

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EpsiIon wrote:

Most witchs dip very close to templar nodes, if not all of the way into them, Inner Force is simply a must for most witches, just to start. The reason why templars are "gimp" compared to witches, is that witches are "slightly" closer to crit multi nodes, although this ends up being a rather moot point, as in actuality, crit multi nodes themeselves, on the tree, are second class citizens compared to actual damage increases.

The placement of Inner Force seems to be about right being on the cusp of Templar/Witch but in terms of damage, not only can the Witch dip into the Templars tree but they also have access to the Shadows spell damage nodes. A Templar on the other hand can reach some of these nodes too but it's a long, long way to the Shadow area and it becomes a choice of either picking up Witch damage nodes OR the Shadow's.

Not saying that this is wrong as the witch is obviously the pure caster class of the game but when these same passives also benefit Spell Totems it makes sense to create some separation of the synergies.

Maybe breaking the link between faster casting passives and Spell Totem would be a more elegant way to go, (and maybe faster projectiles as well), as this would have less impact on Templars while still nerfing the offensive side of Totems. In combination with a small reduction in casting range I think this would be enough to satisfy most.

Usual disclaimer though...Act3 content may prove to be a completely different story and might see Totems ineffective against the new higher level mob types.
OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI
CB: BazzVtwo - 73 Dual Spork Totem/LS Templar
CB: BazzVseven - 76 Lightning Strike Mara
CB: BazzVfive - 78 Lightning Strike Mara
Totems are not overpowered.

First: A high level mob kills the totem in 2 hits (if crit = 1 hit).

Second: Casting totem takes you 1 second. In that time you can easily take some hits. You know, not every map has "rooms". What about the open places where you can't hide?

Third: If you use 2 totems, you can't attack by yourself and there are always some monsters who ignore the totems and run directly to you (especially rare mobs).

Fourth: Totems cost alot of mana and they cast 30% slower and do 40% less damage. In situations where a high level mob kills your totems in 1-2 seconds you can easily run out of mana. Sometimes the totem doesn't even shoot before the high level mob kills the totem.

Fifth: EVERY player can use at least 1 totem if they want! I mean, I see rangers who stay outside of the room, cast a totem in the room and all they do is using arrow rain which doesn't depend on line of sight. So should we nerf rangers too now?

Sorry man, but if I read that, it looks a bit to me like whining. You don't play a totem character and just say it's overpowered without thinking why it isn't... Especially if you have never seen one in the endgame you can't tell if it's OP or not and I promise you it is not OP at all. For 2 totems you need to ake a big way to get the ancestral bond nodes, which may prevent you from getting other usefull nodes (that is another disadvantage).
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Deicidaljimbo wrote:
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Rix2k wrote:
who the f*** needs balancing in a Action RPG?

no class need a nerf only a buff....

and anyway everyone can build a totem whats ur problem?
if u dont want to play with a totem u dont have to cry oO

biggest hate in a game is allways changing things buff/nerf politics like WoW or other mmorpgs. nobody need that in a Action RPG.

btw pvp is for fun in this game, not for league.



You think classes need buffs? Doesn't even make sense, the only difference between classes is where they start in the passive tree.

Yea who cares about balancing? Fuck betas right? Just release the game as is lol.

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SunandSteel71 wrote:
Try the build before whinging about it. Totems require line of sight to be cast. I suppose you are going to cry about rangers clearing a room by firing from the doorway or just outside too?
You have very low morale for someone who plays a melee class. Get some balls dude.


Totems require a line of sight for a second then you can run back. Rangers have to stand there and be shot, so it's different. I actually play a ranger bow build and haven't played any melee classes yet. Low morale? Don't even get how that applies here, and obviously you play softcore. Running in with "balls" into a room blindly is suicide in a instance that is similar level to you.


Well if you play ranger, then you know why the game seems to easy for u since they are op as fuck. Try to play solo meele, without totems in hc. Have fun. Cuz it sux.
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