Mmoexp POE currency: Damage Over Time and Tanking Builds

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Rozemondbell
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Rejestracja: 9 lis 2024, o 07:44

Mmoexp POE currency: Damage Over Time and Tanking Builds

Post autor: Rozemondbell »

2. Damage Over Time and Tanking Builds
Some builds are designed to focus on damage over time effects (like Poison, Bleed, or Ignite) while also being able to POE currency take hits and survive tough encounters. In these builds, filling the gap means addressing situations where enemies may be too mobile or deal too much damage for the damage over time effects to fully take hold.

Increased Stun Duration can be an exceptional asset here because it immobilizes enemies for longer, allowing more time for damage over time effects (like Bleed or Ignite) to accumulate while the enemy is unable to retaliate.
Example: A Bleed-based Slayer with a focus on leeching life might use Increased Stun Duration to stun enemies during key moments in a fight, allowing the Bleed effect to continue ticking for more damage over time without the enemy moving out of range.
3. Mobility and Crowd Control
For builds that rely heavily on mobility (like kiting builds or speed-based builds), the goal is often to evade enemies and deal damage at range. However, these builds sometimes lack sufficient crowd control to deal with mobs or bosses that become too aggressive.

Increased Stun Duration can help such builds by slowing down the action and preventing enemies from closing the gap. By stunning enemies for a longer period, you give yourself more time to reposition, evade attacks, or deal damage. It can also buy time for abilities or skills to be used effectively.
Example: A Bow-based Ranger build with high evasion and speed might struggle against bosses that deal large amounts of damage in short bursts. By incorporating Increased Stun Duration into their setup, they can keep the boss stunned for POE buy currency longer periods, reducing the risk of taking high damage and buying time to heal or apply debuffs.
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