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Fire dmg poe
Fire dmg poe













Remember to level your Arcane Surge gem such that the mana cost of Frostbite is equal or higher than the trigger for Arcane Surge to grant its buff effect. This should be your priority for your first spare 4-link. Prior to that, I would recommend moving the Multiple Totems support to your Frost Bomb to retain extra 2 totems in combat (see Frost Bomb links below).įrostbite -> Arcane Surge -> Increased Duration -> Spell Cascade With the changes to Hierophant in 3.13, I'd generally recommend making Multiple Totems your final link when you acquire a 6-link as it should now prove to be a decent clear speed increase compared to individual totem summoning. Note that if you are not yet using a Soul Mantle you'll need to equip a Spell Totem gem to convert Freezing Pulse into a Totem the support gems above are listed in order of priority so drop gems as needed to fit your current available links. Primary damage links in order of priorityįreezing Pulse -> Controlled Destruction -> Hypothermia -> Cold Penetration -> Increased Critical Strikes -> Added Cold Damage Low-end PoB (lv 85): -> 11.6k hp, 5.9m dps, estimate 20exĪbsolute starter PoB (lv 69, earliest that this build works): ->ħ.1k hp, 1.7m dps, price depends on how far after league start: 6-link Pledge + Indigon + 100 chaos approx Some basic recommendations: selfcast Arc, selfcast Ball Lightning, Storm Brand (all of the above can be combo-ed with Orb of Storms, and can use Archmage), selfcast Purifying Flame, Arc totems, Freezing Pulse totems, Holy Flame totems. Any generic caster levelling build is fine, but if you do choose an archmage/MoM build, you will end up saving a ton on Regrets later. The starter is strong enough to carry you into red maps without having to do any gear upgrades.īefore lv 69, theres isn't any one correct way to level a Templar/Hierophant. So before that you need to level with a different build, and once you hit 69 you can do one big respec of tree and gear. The earliest that you can equip all the unique gear pieces is lv 69. While other builds only lose 30-40% dmg from one missing support, this build loses out in three ways: less dmg from missing support, less dmg due to less manacost, and less dmg due to less Indigon stacks. I strongly advise not to attempt this build with a 5-link Pledge. So once you obtain enough currency to get these two, 6-link your Pledge, and about 100 chaos extra for the other pieces, you can start levelling this build. Indigon and Pledge both fall sharply in price over the first week of the league. League start viability: Pledge and Indigon are not available on day 1 of the league, so this cannot be a day 1 league starter. The minimum needed items for this build are: 6-linked Pledge of Hands, Indigon, Cloak of Defiance, Atziri's Foible and Essence Worm

fire dmg poe

Wave of Conviction - Blood Magic - Flame Dash - Second Wind Immortal Call - CWDT - Increased Duration - Vaal Righteous Fire Vortex - Culling Strike - Hextouch - Conductivity - Blood Magic Weapon: Blade Vortex - Unleash - Archmage - Arcane Surge - Awakened Controlled Destruction - Awakened Lightning Penetration It also has huge AoE making it a good map clearer (including 100% delirious ones). As a result its a very strong deep delver and boss-killer. This is an extremely strong build, balancing both very high tankiness with very high DPS. PoE 3.14 Hierophant Archmage Blade Vortex Templar Tank Build

fire dmg poe

PoE 3.14 Hierophant Freezing Pulse Totem Templar Easy Starter Build Instant cast spells and procs, like fiery.would get 42.8% of this +20 enchant, therefore you'll get an extra 8.5 damage per successful cast/proc.įiery will hit for 48.5 instead of 40-and your gloves would proc for an average of around 28.5 instead of 20.if this enchant applies to those abilities, which I'm not sure of.PoE 3.14 Hierophant Archmage Blade Vortex Templar Tank Build However, this formula does not allow for the % to ever go below 42.8% (the percentage if the spell was 1.5 seconds) so all spells with 1.5 second cast and faster (including instant cast spells) get 42.8% (1.5/3.5) effect of "up to X fire damage" Spell X has an extra 11.4 fire damage ever successful cast. Spell X + up to Y fire damage, with cast time 2.0 gets (2.0/3.5)(Y fire damage) so with 20 fire damage, you have 2.0/3.5 = 0.57 * 20 = 11.4. However, for "Up to 20" it's based around a 3.5 second cast time for 100% effect meaning the effect is determined based on the percentage of the cast time is of 3.5 seconds. If it were "+20 fire damage" like most greens of fiery wrath have, it'd be a static +20 damage to all applicable fire spells/abilities. That's not entirely how "Increased fire damage by up to 20" works.















Fire dmg poe