EA 3.9 Ignite -- Cap Your Damage
" Any flask active grants all elemental ailment immunity. 8000+ life means stuns are obscenely rare, but the build also has 88% stun avoidance anyway. Check the wiki for more information on stuns. We didn't like the micro-management sextants add to the game, so we added them back.
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" Probably not, but I can't really tell the difference between small upgrades at this point. If you find accuracy to be a problem, there is still the slot at the top of the tree available to you. We didn't like the micro-management sextants add to the game, so we added them back.
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" Current setup I never gem swap, only weapon swap. I could, but there is never a need to. We didn't like the micro-management sextants add to the game, so we added them back.
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" After obtaining a +1 quiver and reaching 54% flask effect, you can still fire 5 arrows. Before then I would recommend GMP (due to a deadzone when firing even numbers of projectiles) but when firing 5, it is adequate for clear and has a little more single target without need for swapping. Ultimately against weaker enemies I think having GMP or Mirage in is better, but this is great for T19 maps and maps that roll a lot of monster toughness modifiers like life and resist. We didn't like the micro-management sextants add to the game, so we added them back.
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" 1. Read up on Timeless Jewels. They convert Keystones. 2. Read the last line of the last node in the cluster. 5% = 0.05 For instance let n = 8550, my current hp and let k = 0.05 reduced elemental damage taken. n / (1 - k) = x 8550 / (1 - 0.05) = 9000 450 ehp against elemental damage and 10 all resist for 3 points. Very efficient. We didn't like the micro-management sextants add to the game, so we added them back.
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And could you let us to know what stats to look for on this timeless jewell in the nodes?... Thanks.
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" Best are Maximum Chaos Resist, Life and then Damage. We didn't like the micro-management sextants add to the game, so we added them back.
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Hey man was looking for it but didn't really see any info on it. Why do we need at least 6 cold/lightning damage ceiling on hit on a piece of gear? I have a 1-2 cold damage to attacks currently on gloves and figure it'd proc EE but don't want to take a chance swapping gear around w/o knowing for certain.
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" Damage penalties on gem links can reduce the top end to 0. We didn't like the micro-management sextants add to the game, so we added them back.
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" Damage penalties on gem links can reduce the top end to 0. edit: ah nice to see the double submit bug is still unfixed, true to ggg form as always We didn't like the micro-management sextants add to the game, so we added them back. Last edited by Rhaegar_G#4953 on Jan 12, 2020, 12:23:18 PM
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