Is there a way to be curse immune?

That is a wonderful idea.
With this Shackles of the Wretched unique gloves one can just replace the bad curse with a harmless one.

And the lightning warp idea is interesting.
I don't really understand how this would work though.
So you mean that if one have a 2 totem SB setup(one totem from start and one from Soul mantle) and take the 3rd totem keystone passive and use this totem for Lightning warp?
But one cant do damage with spells/skills if having taken the 3rd totem keystone....

Or, you mean one use one totem for SB and the other for LW and the LW use supports to boost the SB damage.
Will the SB link to the LW totem automatically even it is not a dedicated SB totem, making it a 2 totem SB anyway?
If so that could be interesting as the LW will teleport to the monsters location, right?

God damned, there is so much fun game mechanics in this game one can play around with, its truly amazing...

Only one thing, of cause the unique gloves "Shackles of the Wretched" is costing more than my whole towns savings together, or???
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MisterBernn wrote:
The only unconventional way I know to protect yourself from curses is:

1) Have a build with maximum 1 curse.
2) Equip Shackles of the Wretched unique (curses cast from this item are reflected back to you)
3) Put a curse in the gloves that won't affect you (probably Punishment)
4) When you are loaded with curses from Soul Mantle, curse a mob and replace those curses with just the one curse of your choice.

I had a lot of fun with a Soul Mantle Searing Bond build - rather than using the third totem for SB why not make it a Lightning Warp totem? You can use Static Blows, Prolif and Ele Equilibrium to shock mobs and reduce fire resist, and LW will place the beams for you too. Here's my attempt from early in the nemesis league: Searing Warp Scion. That was before the Shackles were released so I am using warding flasks, also the 400% searing bond damage buff hasn't happened by the time of that video.


That video looks real fun.
Do you care to explain a little more about that build and how the totems work?
You have 3 totems and i see you can choose if you want to place them yourself or if you cast a LW to place them automatically.
How you can cast a LW if you have taken the extra totem keystone passive?
If i remember correctly it says you cant do damage with skills/spells on that keystone passive.
Plz explain, the build looks way more fun to play than ordinary SB witch is very effective but seems quite boring to play to be honest.
And if this is before they buffed Searing Bond this means that if one would do this build now it would do much more damage.
We've tried that. Doesn't work. Shackles just adds another curse to the many you already have on you.
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Can you have many curses at once?

I thought that if you get cursed again the new curse replaces the old one.
Last edited by Mateo_swe#4388 on Apr 8, 2014, 8:52:52 AM
I didn't realise the method with the Shackles unique doesn't actually work! I thought it must because why else would that curse property be designed?!?! Oh well, back to warding flasks after all.

When I made my Soul Mantle build I used Perpetual warding flasks, that was pretty good most of the time although you have to think about and manage your flask refills all the time, and watch what curses you have and be ready to remove them. I actually found, especially in maps, that I would leave a curse or two on me until I was attacked or an annoying one like Temp Chains would appear in order to get the most out of the flasks. You asked about multiple curses, you can end up with like 5 curses on you very quickly with Soul Mantle, if in maps you don't kill mobs fast enough in relation to your potion drink rate you will be forced to stop fighting for a while if in a group, and you might have to return to town completely if you are solo.

Regarding how the lightning warp + searing bond thing worked, it's basically like this:

* Have Searing Bond + Inc Burning Dmg + Faster Casting + Item Rarity linked somewhere.
* Have Lightning Warp + Faster Casting + Increased AoE + Elemental Proliferation linked inside Soul Mantle (so it is supported by Spell Totem too.)
* Get Elemental / Fire / Burn damage nodes and also the Static Blows cluster in the top left. Get Elemental Equilibrium (this gives bonus damage but will increase mobs' lightning resistance so party members may not like you).

The main concept is that Searing Bond creates a beam to other nearby totems even if they are not Searing Bond totems themselves. So when you meet a crowd of mobs you cast a single Searing Bond in the middle of the crowd, and then cast two lightning warp spell totems anywhere nearby. The lightning warp totems jump around on to the mobs, and as long as they don't roam too far away from the searing bond totem the burning beams will follow them around like in my video and burn the mobs to death. The lightning hits have the chance to shock enemies, and if they do it will proliferate and all the shocked enemies just burn more quickly.

It's a bit of a novelty build but I enjoyed it quite a lot. When I originally played the build the damage of Searing Bond was laughably bad and also you could only boost the damage via the burning damage and totem damage nodes in the passive tree. I tried to do a burn damage build just for the fun of it and it was able to solo merciless, kill Kole and Piety and so on. As usual totems naturally distract the opposition which always helps. Now Searing Bond has 400% more damage and can be scaled via Fire and Elemental damage nodes so in real terms it's at least 10 times better since I made that video.

The final consideration - the build is a bit antisocial in that lightning warps are pretty noisy and it does make combat quite chaotic in a group. Not as bad as some summoner / spectre / cast on crit builds and it doesn't impact FPS but still a couple of people commented long ago. Oh and the sound of constant Lightning Warps might start to drive you mad over say 100 hours!
Thank you for taking the time to explain the mechanics.
It seem quite cool build and an very unusual twist of SB.
But i think i will agree with you on that the sound of constant Lightning Warping totems surely will be very hard on the ears after many hours of gameplay.

Maybe i try something similar out soon but there are so many fun experimental build ideas and it takes so long to level a char up to see how it works in late endgame.
One can only try a very limited amount of ideas.

I hope there come some new uniques with unusual "game build enhancing stats" on.
It would be fun if rare items could in very rare occasions spawn with an unusual stat that could be used for creating new game mechanic functions.
That would be really cool.

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