Elemental damage in melee weapons
I realize blah blah blah about Goddess Scorned, but it still doesn't have mana or life leech from physical due to fact it deals physical as damage, and it's a one hander that takes up a shield slot but i didn't say all these reasons because they are going off on a tangent
I realize you can get 8k dps off of goddess scorned before leaving cruel difficulty *with finicky tabula rasa builds* but even then, and with more reasonable builds you will be hurting so hard for mana and life regen that it really isn't worth it because of how much time you spend running around avoiding damage that you might have just leeched through with an everyday rare |
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I call him larry
He deals burn damage. Lots of burn damage. Sporting a 170% increased damage with Oro's he deals in the vicinity of 1k damage per hit off the weapon alone. Sure he'll need some iAS, but when he ignites he ignites like a baws with a total ignite multiplier of 160% further increasing his original damage. Is he the most damaging build ever? Maybe not. Is he non-viable? Start stacking some fire penetration and laugh as you murder like a baws. Bonus points if you use flicker strike. IGN - PlutoChthon, Talvathir Last edited by Autocthon#5515 on Jan 23, 2014, 10:27:10 PM
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FYI, elemental hit does scale with WED, the tooltip just doesn't show it or anything else besides your base attack DPS. You're better off hitting monsters with pillows, though, it's crap.
Read my book! The world ending in every way anyone ever thought it might end, all at once. First few chapters are available online for free. http://www.amazon.com/The-End-World-Know-ebook/dp/B00CZ21JAQ Last edited by TheTenthDoc#6709 on Jan 23, 2014, 11:50:56 PM
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What people said here about ele DMG mods on weapons being more powerful is only partially true...
The flat added ele mods are indeed more powerful, with around twice as much added compared to physical, but in here we need to factor in the tyrranical and the hybrid %dmg/accuracy mods... With these mods.you can get up to 200% increase for both flat added and the base DMG of the weapon, thus negating the notion that elemental mods are better. If you add to this the total lack of ele DMG nodes along with the relative strength of physical passives compared to elemental passives, that are not only lower in pure %increased numbers, but lack the defensive bonuses most physical nodes have, in addition to the huge benefit of leech and low armor on monsters, it really is a no brainer to realize why physical is so dominant. I propose to divide nodes into elemental, physical and melee, as there is no reason to favor physical so much in melee when the armor and leech are such big advantages. Rampage league
IGN: MadMalkodet |
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I have a very solid Oro's Sacrifice build.
Heavy Strike -Prolif -Multistrike -WED -Fire Pen -Life Leech Does 20k paper dps, but is actually much higher because of fire pen and dual curses Flammability and Elemental Weakness. The curses are connected to Cast When Damage Taken so I don't even need to slow down to cast them, and most of the time everything dies before they can even proc. The fact that Heavy Strike, and pretty much everything else, only gets physical damage is not bad at all because I leave the gem at level 1 for lowest possible mana consumption. The AoE comes from Elemental Proliferation and is much better than Melee Splash in practice. This build far outperforms a similar phys based Ground Slam Marauder I have. For passives I just took most of the fire boosting ones, all the life I could manage, and just enough mana and mana regen nodes so I could spam heavy strike infinitely. Soon I'll switch to Flicker Strike (the weapon seems pretty obviously designed for it, it easily Flickers infinitely) just for a change of pace, but so far the build is excellent. Elemental Weapon damage builds don't seem like they would work, but all the synergies you need are there, and Oro's is actually quite solid if you give it a chance. Last edited by Crocodarrel#2422 on Jan 24, 2014, 2:33:56 AM
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I m currently leveling up a melee 1H scion with dyadus, lighning strike and auras. I like lighning strike because with piercing (60% q20), you don't need melee splash. I just left it to lvl 9, for mana consumption and I m fine with it.
I m playing with anger and wrath. I tested with a strong phys damage 1h axe and hatred, but the damage didn't match, because hatred do not scale well with WED. I'm very happy with my toon, I have 7,5k DPS, and my auras are lvl 17, i still have a lot of elemental damage weapon to add on my gear (I think i can double it) and my armor is only 5L. |
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"Fun fact: That's two affixes. Elemental weaposn accomplish the same thing by rolling a second (different) element. While that's non-idea for "I do one damage type" it's fine for if you just want to do lots of elemental damage. IGN - PlutoChthon, Talvathir
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Autocthon you seem to be the only one here who favours ele damage over physical. Do you really think elemental damage is stronger?
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" Wow, that's right you don't really need to use leveled melee gems if using an Oro's! I never really thought of that. That being said the only skills that are nearly (or are) useless with an Oro's setup are: Infernal Blow, Lightning Strike, Frenzy and Puncture. Special cases: Elemental Hit has to be leveled if you want more damage; issues with mana; better to just not use Cyclone has to be leveled if you want more attack speed For the rest of the melee gems that can be used with Oro's you can leave them at level 1 and just get Q20%. Still this sword requires a lot of setup... Arctic Armour is pretty much required off the bat along with Purity of Fire. So that means you're getting EB... I've figured out how I should go about building with an Oro's but man you could probably do better with Goddess Bound/Scorned simply because of the physical conversion. "Nope, it is GGG's game/they choose to let you play/can at any moment prohibit you from playing" ~ Mazul
"GGG definitely has the power to 'tell' me how to play it. In the end, the only real choice I, you, we have is, is whether we play or not at all." ~ CharanJaydemyr |
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Arctic Armour and by extension EB only really help with small hits. It was a little touch-and-go for a while, but now that I'm up to 6k life at level 78, there really aren't a lot of dangerous situations any more. When I am taking more damage than I can leech, it's enough to hop away briefly and then run back in.
It's the burning damage and proliferation that make this build so effective at dealing damage while on the move, far better than a typical Melee Splasher. Once a proliferated burn is happening in an area, anything that walks into it starts dying from burn. If things are dicey, just burn hit and run. You definitely don't need AA. |
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