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Скачать с ютуб 3.21 - A10 Pts+Lab - Storm Burst Totems Hiero - 3h35m08s в хорошем качестве

3.21 - A10 Pts+Lab - Storm Burst Totems Hiero - 3h35m08s 11 месяцев назад


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3.21 - A10 Pts+Lab - Storm Burst Totems Hiero - 3h35m08s

A10 All Skill Points and Story Lab run using Storm Burst totems in 3h35m08s. This run was a relaxing and smooth experience for most part. Storm Burst totems provided great quality of life as they have good clear, good single, and most importantly don't come with a huge chunker of a mana cost, compared to most spell totems, due given Storm Burst's low base mana cost as a channel skill. This can mitigate against a lot of problems certain totems run have as either they have huge mana cost issues, lack in some way on single, or lack in some way on clear. Storm burst totem nicely addresses all three points, performs well in campaign and can continue to perform well in maps. The inversion elemental mastery plays a major roll in this run as it allows for some different skill options to a normal totem run, which was quite an enjoyable experience that performed as well as the normal totem setup focusing on minus res sources such as exposure and curses. Full totem experience begins at Lvl 29 after getting first ascendancy and Ancestral Bond. PoB with Leveling Trees, Notes, Gem Acquisition, and Actual Gear/Tree at End of Run: https://pobb.in/pwAHzgCY9Qqe Vendor Regex: Act 1 until Level 23: b-b|b-.-b|r-g|g-r|rusted|nn 24 and Beyond (for 4Ls): "sockets: .-.-.-." Some Questions and Answers: Why Inversion Elemental Mastery? So, the Inversion Mastery allows for some easy/different choices for leveling totems. Typically, you want an exposure source such as WoC mines/traps and Conductivity to lower lightning res. However, the inversion mastery allows us to be efficient with how we transition from the early game Rolling Magma setup, take advantage of the 100% Hit Damage if Target is ignited fire mastery, Herald of Ash, and some ignite chance on tree to allow Storm Burst totems to benefit from these nodes still. As a result of all this, during single target scenarios, because storm burst hits a lot, gains phys as extra fire damage from Ash as a phys spell, and we have some ignite chance, we will gain the 100% damage from the mastery. You can go the more tradition route, but inversion is a nice way to keep the synergy from the early fire tree going once the run swaps to lightning through storm burst totems. Beyond that, using inversion mastery allows us to benefit from inverting resistance during clear, which is a nice side benefit as it can allow for better clear depending on mob. Finally, inversion allows us to use Stormblast Mine and Punishment to get a lot of increased damage taken on enemies which makes for a novel, but still well performing variation on the typical totem run. Going the more traditional minus res route instead is perfectly viable as well Why didn't you get any duration nodes? The first thing I would do bringing this build to map would be to grab those nodes as duration nodes are very potent scaling tools for storm burst. In the run, I opted to avoid grabbing these as the nodes are a bit out of the way to grab early and only make sense from a passive point efficiency/density wise to grab later. Otherwise, you speed too many points pathing to them and are left without much other good nodes for speed leveling purposes. Instead, we rely on great point efficiency in templar area to maintain a good power curve through run. Why Stormblast Mine/Why No Charged Mines Support? Stormblast mines provides decent single target and the synergistic increased damage taken effect allowing for scaling with inversion mastery. Thus, the build benefits from using it for Storm Burst totems and gives you a single target option ability you can cast yourself instead of relying solely on totems. Lack of an additional blue socket for Charged Mines. In hindsight during run I had Lightning Penetration in and I would have swapped it to Charged Mines retroactively if I could, but didn't register in run as option. Charged Mines is great for Frenzies to help your totems pump damage. Why Rolling Magma Before Totems? Rolling magma is an early game powerhouse and is templar's best option. On other hand, channel skills are a poor option early for clear. So, we use Rolling Magma until a more ideal to transition to Storm Burst totems at 29 after first lab and getting Ancestral Bond. Why Mule Ranger? For momentum for shield charge which we eventually transition to leap slam once we get flat spell crafts at 24/28 depending on whether you opt for fire or lightning What do I do once I reach maps? Path towards duration nodes as its a crazy good multiplier for storm burst. I would highly recommend taking a look at materials and PoB provided by Tatiantel2 relating Storm Burst totems for mapping/endgame. You can find a link to Tati's totem materials here: https://tinyurl.com/tatitotemgoogledoc Table of Contents: 0:00 - A1 22:25 - A2 41:30 - A3 and Normal Lab 1:10:50 - A4 1:30:22 - A5 1:49:22 - A6 2:12:36 - A7 and Cruel Lab 2:35:26 - A8 2:57:27 - A9 3:16:32 - A10 and Merciless Lab Exported from my twitch:   / balaar_  

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