' Anyone? | Posted by nel0angel0 on Apr 4, 2014, 6:35:36 PM |
' If you are sure that there is more that enough incoming damage after mitigation to proc everything and nothing is on cooldown, yet they are not all proccing, you are either mistaken or it bugged. You could be mistaken if perhaps you didn't notice them all, or perhaps if the effect ended near instantaneously; like a totem being destroyed by the same wave of damage, etc. If you are sure you are not mistaken, then it is most likely bugging; report it, preferably with proof if possible. As for IC proccing before EC, the spells can not literally go off at the same time as each has to be processed; to the player the effect is unnoticeable unless the order changes the results (what happens here). If I recall correctly, it was stated that the order of the gems in your gear (and possibly the order of the gear) determines the order they are processed in. If IC is consistently proccing before EC (with all else being fair), then try swapping the gems around in your gear. Last edited by Aimeryan on Apr 4, 2014, 7:53:43 PM | Posted by Aimeryan on Apr 4, 2014, 7:36:31 PM |
Can I support the casted spells with other support gems? Does the level restriction from CwDT apply to the other supports? | Posted by on Apr 5, 2014, 12:21:50 AM |
'yes No | Posted by soul4hdwn on Apr 5, 2014, 1:25:05 AM |
ok after little thinking heres my suggestions for this obviously powerful gem. 1. the gem lvl restriction has to go, its counter intuitive not to lvl gems up on a character that is going to be using them. 2. The damage taken requirement is a good idea - however if its to be a measure of 'damage taken' it should be 'damage absorbed' - like molten shell + hp and es. this includes damage prevented via armour and blocking. It should probably also be a % of the characters life and ES total. 3. There should be a global cooldown on all cast on damage taken spells. id set this at 1 cast per second as this means you coudld typicaly fire off one or 2 in a typical mook fight. 4. when damage is taken and the 'damage absorbed' threshold is met a RANDOM spell gem that you have linked to the cast on damage taken is triggered (all supports applied normaly). So in conclusion I think the gem should be like this: Cast on damage taken: When you have sustained or absorbed via bloking and armour damage equal to 1/2 of your total life and energy sheild a random linked spell will be triggered. If this spell is offensive it will target the source of the damage. This cannot occur more than 1 time per second. Triggered spells cost no mana. damage effectiveness: 50% quality + 1/2% damage effectiveness. | Posted by bigolbear on Apr 10, 2014, 11:06:18 AM |
I guess I like the idea of cast while damage taken and the design concept that you do more damage per the damage that you take. The biggest issue I feel is that many of the users of this support prefer low levels of cast when damage taken so they can constantly cast or cast as often as possible. While I feel that this is a fine strategy for something like enduring cry, I feel that there should be more of a reward for casting infrequently if you raise this up to max level. If you use a lvl 20 cast while damage taken and require 3,240 damage before this spell will trigger, the reward should be more than 6% more damage. It should be more like 50% more damage. I don't think this gem is weak. But the higher levels seem to be quite a bit less popular than the lower levels. I this this gem should start out as weak but just scale better and faster with the damage multiplier. I don't have any statistics on the popularity of lower level based CwDT versus higher level CwDT, so I might be wrong, but my personal experience is that people make fun of you for using more than lvl 14 of this support, which seems imbalanced if other people have the same impression. | Posted by Zindax on Apr 17, 2014, 12:15:12 AM |
Hey What I want to add here is, it's highly unfair it's not laying mines. I get it that it's not dropping traps, as they're target-based, but Mines can be a great defence tactic. Coupled with e.g. Immortal's call and Enduring cry, smoke mine can be a great defence. Same for freeze mine. Why are these two not working with CWDT? | Posted by EdvinPL on Apr 19, 2014, 1:18:36 PM |
think you got that backwards as a mine won't explode on its own, have to detonate them manually.. traps should be used with damage taken and they'll go off as proper, almost like totems. however i only remember totems and minion summons working so.. | Posted by soul4hdwn on Apr 19, 2014, 8:17:49 PM |
No, I think You got it backwards, I mean the character should drop the mine when the spell procs with CWDT, later on you should be able to manually detonate with D, but it doesnt drop em.. Meanwhile, when you link CWDT+mine (frost or smoke), then you can still manually 'cast'(deploy)them and laster on detonate with D, but they dont work in link at all. What happens: 1). CWDT + mine, you can manually deploy mine in this link 2). character gets damaged 3). Nothing happens What SHOULD happen 1). CWDT + mine, you CAN'T manually deploy mine in this link 2). character gets damaged 3). CWDT goes off and procs mine, it gets deployed in the place where you stood at the moment of receiving damage 4) You should be able to push D for detonation of all previously deployed mines. Last edited by EdvinPL on Apr 19, 2014, 8:53:27 PM | Posted by EdvinPL on Apr 19, 2014, 8:48:08 PM |
Working as intended. CwDT only Supports Spells - the Skill that lays a Trap or Mine is not a Spell. The Spell tag in the Gem description comes from the Skill that the Trap/Mine uses. | Posted by on Apr 20, 2014, 1:24:58 AM |
- Apr 29, 2014 Hiya PoE reddit, I currently lvl75 with my AA-Incinerate Witch and maps are going really well. But i want to keep improving my survivability. Currently im using Cast when Damage Taken, linked with Molten Shell - Enduring Cry - Immortal Call.
- Oct 30, 2013 Helmet: Cast when Damage Taken - Molten Shell - Arctic Breath - Frost Wall Some other skills that I could use that would be interesting: Immortal Call, Portal, a 2nd curse for double cursing, replace the totem I have with another totem, Smoke Mine, Conversion trap, Raise Zombie and Summon Skeletons.
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I semi-understand the mechanics of this support now but I'm trying to figure out the best configuration for it. Logically I'm leaning towards Decoy Totem and Enduring Cry. That said, I believe you have to level the support gem in order to use the higher versions of the spells, yes? And in the process you raise the damage threshold that has to occur to cast those spells. So what's better, high level versions of the support and action spells, low-level versions that cast more frequently, or somewhere in the middle (for example, I remember pre-release Clarity's mana reserve to man regen ratio used to peak out around level 12 or so). | Posted by arkiver on Oct 25, 2013, 4:50:29 PM |
You don't need a higher level support to cast higher level spells. The higher level support just causes the spell to deal more damage at the cost of being less frequent. If I have two fish, and you have three fish, how many fish do we have? None. These are MY fish. | Posted by Hellpyre on Oct 25, 2013, 4:53:11 PM |
Thanks. So as long as you're not casting a damage spell (like the two I mentioned), it will cast them without issue? Also, I know mitigated damage is counted towards the total required to trigger, but does that also include blocked damage, or only damage mitigated through resists/armor? | Posted by arkiver on Oct 25, 2013, 4:54:39 PM |
You can't cast totems from it..I don't think? You can't do traps so I'm sure totems don't work either. Popular one right now is cast when damaged + end cry + molten shell Personally I'd use cold snap + added cold + ele prolif. Freeze the whole screen. If you get a 2nd one with temp chains they'll be at a crawl. Way more protection but probably not too useful against bosses. Finished 17th in Rampage - Peaked at 11th Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 | Posted by on Oct 25, 2013, 4:57:15 PM |
Guild mate of mine reported that Decoy Totem, Enduring Cry and Enfeeble all worked, and made him pretty much invincible, to boot! | Posted by dawg6 on Oct 25, 2013, 4:58:33 PM |
cast on dmg taken has reduced dmg (LESS) dmg so options are very limited if you dont want to waste your skills. my melee marauder does this: that is: two curses, molten and immortal. im considering ditching immortal as it is annoying:) curses CENTER (With full AOE) on monster that dealt 'threshold' damage if that had been 6L id toss in enduring cry or inc.duration cast on stun doesnt have any dmg penalty but when you think about it. in this game you dont want to be stunned. Last edited by sidtherat on Oct 25, 2013, 5:02:25 PM | Posted by sidtherat on Oct 25, 2013, 5:01:47 PM |
' you get ministuned every few seconds without even noticing it. try it yourself. cast on stun works realy well. im using it with molten, immortal and lightning warp as i have no trigger on damage gem yet. Last edited by NomadFX on Oct 25, 2013, 5:04:58 PM | Posted by on Oct 25, 2013, 5:04:47 PM |
Last round of questions: 1) So it sounds like if you're casting defensive spells like Enduring Cry and Molten Shell you would want to just keep the cast gem at level 1 so it triggered as frequently as possible then? 2) Is there any benefit to increased quality? 3) If you have a curse linked, will that trigger as if you cast the curse directly over yourself? Last edited by arkiver on Oct 25, 2013, 5:23:29 PM | Posted by arkiver on Oct 25, 2013, 5:23:11 PM |
' it casts it over monster that dealt dmg that activated the 'on dmg taken' - with full AOE will try that stun thing (have the gem) but my mara is extremely stun-proof so it might not work that well (and it is a green gem) | Posted by sidtherat on Oct 25, 2013, 5:26:39 PM |
I'm loving this ability. I'm using a similar setup to most people, although the one difference is that I have mine with a Rejuvenation Totem along with Enfeeble and Molten Shell. If I'm playing with people who curse a lot, I'll sometimes take enfeeble out but I've yet to find something good in a blue spot that would work well. The reason I use the Rejuvenation Totem is that I prefer to have my Decoy totem as an ability I can selectively cast. The totem pretty much drops right near your character when linked, and having enemy AoE targeted a few feet away really wasn't reducing my incoming damage much. Now that Rejuvenation is leveled, the added 100 lps or so is really nice. I may go back to Decoy linked again, but still on the fence about it. | Posted by FineAgedTequila on Oct 25, 2013, 5:56:09 PM |
Cast When Dmg Taken Totem Poe 1
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Cast When Dmg Taken Totem Poe Series
Cast Time: 0.25 sec Requires Level 16 Performs a warcry, adding endurance charges proportional to the number of surrounding enemies and granting life regeneration to you for a short time if there are nearby enemies. Taunts all nearby enemies to attack the user. Can i delete javaforosx.dmg on my mac. Shares a cooldown with other Warcry skills. Treasure points dnd dmg table.