Full fire conv, penta Siege Ballista, minion cheese my 3.5 league starter

First post on the forum so if i messed up dont ban me.

THE TOTEM TREE:
Spoiler
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So this is the idea i came up with for my starter, the only mandatory uniques are very cheap (Iron commander, skirmish and the jewels fluid motion, brawn) since you can get them all for max 10c.

You can level with flame totem/searing bond until you feel safe to switch. I will personally do it after reaching 200dex for iron commander to see what happens.

With 116 points, i have 187% life from tree and ALL the totem nodes. With 400dex you will have a total of 5 totems (1base + 1skirmish + 1tree +2 iron commander), but if you want, i can see you pushing for 600 easily in the endgame (resulting in an extra totem).

Since it's bugged and it doesnt report the skills i will rewrite them here
6L:
Siege ballista (you get 3 proj with rain of splinters, for 5x3=15 total arrows)
Ele with attack skills
Burning damage (u can swap for multiple totems, but only in late is kinda worth it damage wise)
Combustion
Immolate
Fire pen

5L
Frenzy
GMP
Curse on hit
Flammability
crit chance (for elemental overload, so don't worry till late)

4L
Flame golem
Blink arrow
Faster attacks
Minion damage

4L
CWDT
Immortal call
Increase duration
Enfeeble

3L
Vaal haste
Phase run
increase duration

PROES
_ FUN TO PLAY, the real reason why you should play it, to have fun.
_ This build with some currency into it can reach easly 6k/7k life.
Remember
kaom's hearth is really good with this build, but the pathing is painful
since you start with 6L astral plate from the celestial justicar, then
you have to 5L an iron commander, then trying to 6L another one (since
it's cheap) but after you're done i don't think you will sell them
easily.

_ Works with a single random 6L, it's cheap and really tanky

CONS
_ "Slow clear"

I will also try this setup, the MINION CHEESE: Tree update 12/12/18

Spoiler
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With a total of 115 nodes, the build consists into taking all minion nodes that can be applied to you (attack speed and increase damage only). They will also apply to siege ballista since it's an ATTACK, to your blink arrow and to your golem.
In order to do so, we will have to drop our hp to 162% (from 187%) and to reduce our attack speed by 18%, but we will gain 70% increase damage (that applies to all our stuff) and 22% attack speed (from minion nodes)

I guess you can trade some other hp for damage nodes easily, or for jewel staking in lategame.
Let me know what do you think, and how would you improve the build.
Gl and HF in 3.5!!!

Last edited by Snolaz#5006 on Dec 12, 2018, 8:11:04 AM
Last bumped on Jan 28, 2019, 4:16:40 AM
What about the new totem support?
thanks for your comment :) My idea:

The 40% LESS damage clause on it really makes me think this gem is intended for support totems that don't do damage themself.

If for exemple we run it in a setup like this:

6l
Siege ballista
ele damage with attacks
burning damage
combustion
fire pen
Multiple totems

We will have a total of 7 totems, with all of them dealing 40%less damage, losing also 205-308 flat fire dmg (before increases) for each.

40% less damage it's like having 40% less totems so we have to compare it to the dps of 4.2 totems without immolate, so basically on a 5 link.

If the math is correct (roughly) we will have to compare 4.2 totems on 5 links with 5 totems on 6 link worth of damage. This is how bad this support is for main skills.

So that's why i didnt use it :)

I think that's a good supp for stuff like rej totem or decoy, or setups like

Barrage
Attack totem
withering touch
multiple totems

Because they always instadie when a ranger summons them for a build like toxic rain
Last edited by Snolaz#5006 on Dec 7, 2018, 12:57:20 AM
I don't think your math is right but I'll test it myself when I get home.

Appreciate the detailed reply.

I really like the idea and it's dirt cheap :)
I'm interested to see ur math then, for sure i can miss things :)
Last edited by Snolaz#5006 on Dec 7, 2018, 1:37:21 AM
multiple totem support goes to 21% at level 20 and at level 21 it becomes 20% so it may be better when maxed
I can't do the math right now but with this scaling i think the damages will kinda be the same, but one has to take into account that in order to output the same damage you will have to cast 7 totems, not 5 and have them all target the same group of mobs. It will be easier vs boss but harder vs mobs so clearing will be nerfed. Then it comes down to preferences. (Note that this skill was introduced to nerf arc totems where having 4 totems at 6L was op)

I recommand grabbing the 60 dex from Proficiency and Agility, also the burning nodes near avatar of fire dont seem too efficient anymore

Anyway i will try it out for sure, so by then i will have a better answer

At this point probably burning damage is the weak gem to swap multiple totems with
Last edited by Snolaz#5006 on Dec 8, 2018, 12:13:20 PM
Keep in mind that in order to trigger elemental overload you yourself need to crit. It doesn't care about your totems critting. But if you score a crit, your totems / ballistas also benefit from it.
You are correct on the elemental overload. I will edit another tree

This is the new idea i came up.

Spoiler
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We will need a 5 link to proc elemental overload in late, such as
Frenzy
GMP
curse on hit
flammability
Increased Critical Strikes Support
Last edited by Snolaz#5006 on Dec 12, 2018, 8:03:08 AM
Its additive, so its only -21% dmg

Think of it as this:

example
I have +999% dmg, with this I get 978%

it is NOT

999 x 0,79= 789%

BUT either way its a total damage increase IF you put all totems down.

So I would conclude it to this, multiple totem would be GREAT for the times when you will actually have time to put up several totems (pre bosses etc)

But while map clearing I would never put out 7 totems, drop 1-2, move, drop 1-2, move etc.
Melting Snowflakes Since 1987

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