That would explain why nobody is mentioning it. Is freeze resistance reduction even viable or do bosses have an obscene amount that’s difficult to even dent? From what I remember I never see bosses frozen for more than a second.
Mate. I’ve given you all the pre-requisites of a ‘good’ build.
Chances are, if you’re not meeting these values, your build isn’t going to shine. It might be doable in AoM especially because you can get away with using things like consumables, but it’s not going to be anything special.
Lmao. The mageslayer set is an elemental set. It’s like saying huh. This car can’t fly. It’s no fun.
I am saying that it is. I am seeking suggestions and advice because it really is no fun to put hours into a character who just doesn’t make the cut.
I’ll post some more ideas later… Defiler seems interesting too with that physical reduction from the molotov and the bonuses from Temper. By the way does anyone know if the visual bug of the molotov was fixed? One thing that put me off from it a lot was the fact that with High Potency selected it’s radius expanded outside the actual flaming pool that it left of the ground and enemies were burning down while not standing inside it.
The idea is to create a very tanky guy who tries to abuse duration damage. The Flames of Ignaffar are actually a great choice for this out of the ones available. Out of all the various Internal Trauma/Elemental/Vitality duration damage abilities the Flames of Ignaffar is the best (almost… fully upgraded Grenado beats it).
The combined Internal Trauma (or duration damage converted to Internal Trauma) base damage per second at max skill rank:
-Canister Bomb = 679
-Grenado = 596
-Ignaffar = 500
-Calindor’s Tempest = 426
-Stun Jacks = 409
-Wind Devil = 365
-Shadow Strike = 306
-Ice Shard = 292
By the way I do hope I understand the duration mechanics properly. I believe the “over x seconds” means total damage needs to be divided by the seconds to get the damage per second. Also I haven’t tested it but my Flames of Ignaffar numbers are based on the concept that the bonus burning and electrocute modifiers from it’s circular passive are applied before the Internal Trauma conversion and not after.
The Flame of Ignaffar also has the added bonus of procing devotion abilities much faster and the -25 physical resistance comes in handy. The low weapon damage is negated by the use of Oleron’s Blood which allows me dish out 350% weapon damage which should apply Internal Trauma to override the low weapon damage of Ignaffar while stacking with its high base duration damage.
This time I didn’t bother going for casting speed at all as the Flame of Ignaffar is now used as a more run-n-spray ability that applies duration damage for 3 seconds and only then is needed to be used again.
Jesus Christ, man, this not only will do exactly 0 damage, it will die A LOT. Just follow spanks advice: learn some stuff about game and mechanics and look at the existing builds. This is not gonna work.
It has a more damage modifiers and is beefier too… or is just the concept of a physical ignaffar not functional because all the sets and items boost in only in the chaos (Forgotten Gods) or elemental direction?
EDIT: Generally speaking, if you have to convert the damage type of a skill into a whole other type using global conversions, and without skill modifiers and the necessary + skill points to back it up, you’re gonna have a shit time.