I am trying to determine what nodes from the Volcanic Orb tree are getting applied to both Cold Volcanic Orb and Fire Volcanic Orb when either is cast by the Cryolith or Pyrolith rings, as well as what class passives apply.
If the Rune of Winter passive from the Mage’s tree was selected, does it benefit the Cold Volcanic Orb, but is disabled for Fire Volcanic Orb? In other words, Fire Volcanic Orb would always be dealing fire damage no matter what?
OR
Does this mean that Rune of Winter’s benefits still apply to a Fire Volcanic Orb even when it deals fire damage? Would shrapnel from a Fire Volcanic Orb receive Rune of Winter’s freeze rate even if it dealt fire damage?
I assume that the set overrides or disables all damage conversion nodes that were chosen by the player as soon as one of the rings’ affixes are triggered. So, if I never touched the Frozen Orb node, the Cold Volcanic Orb that is cast by Cryolith would act as if the Frozen Orb node had been selected and then casts Volcanic Orb, converting fire damage to cold damage and also converting ignite to frostbite.
If I had taken the Frozen Orb node, the set would ignore the conversion effects of the node when the Pyrolith ring triggers, but still keep the effects of nodes related to Frozen Orb, such as Glacial Might.
considering the synergy that’s already there, I’d use flame rush for the other proc, rather than flame reave (the flame rush cooldown doesn’t matter much here since the ring procs have a 3 second cooldown anyway)
In the case of void you wouldn’t necessarily want to be using a traversal skill all the time.
When you use a traversal skill you lose all of the stacks of corrupted heraldry from the lament of the Lost refuge.
I haven’t played with it personally though, so I don’t know how fast you can build back up to the 12 stacks. (Which would give you 60 void spell damage, 60 movement speed, 60% increased mana regen)
I forgot about that aspect of the weapon. In that case it is probably better to use firebrand, since it doesn’t have a mana cost and provides buffs, unlike flame reave.
Nice, keep me up to date what you gonna do with that!
I played Lament + Sacrifical Embrace Sorcer 2 patches already and it always slapped hard, only the survivabiltiy was a bit lackluster, but great damage. With thes new rings I can do the same build, but with waaaaaaaay better clear because of the orbiting volcanic orbs that follow me from mob pack to mob pack.
I used Mana Strike as a filler and ward generator and simply as a vehicle to deliver crits for Sacrifical Embrace (plus dozen of shrapnel hits that could crit).
With even more buffs to meteor and black hole I have two great skills to choose now for the Sacrifical Embrace Stacks.
Don’t quote me but if it works based off of my experience. When the set item triggers a cold orb it will cast an orb that has the base stats if you had it converted, but the tree increases if not converted (shouldn’t convert as the ring as far as I read doesn’t state that they do). So if your tree has a bunch of fire damage increasing nodes your cold orb will get increased based off of the priority conversion. So let’s say you convert your tree to fire and all the nodes say increased fire. When your ring casts the cold orb you will have a skill with a base damage of let’s say 40 cold and 1,000pc more fire won’t apply to the base 40. It should be a case of if you added any spell fire(possibly added generic flat spell as I don’t know where it would end up in this case) it would get the fire damage increase applied to it.
I could be completely wrong as if I can’t test it I can’t say for sure. I hope at least any part of this helps
I’m also interested in doing this Keplahan’s set build, but there are so many unknowns. In addition to the question of scaling fire/cold/conversions, does the orbiting mechanic from the set bonus have any weird interactions with the skill’s nodes? It definitely seems like it will.
Generally conversion and/or mechanicchanging nodes have the following rules: Items > Skill Tree > Passive Tree. So Items will always take priority.
I am running Lament of the Lost Refuge (Void Volcanic Orb) with Sacrifical Embrace for Meteor(ST) and Black Hole (AoE) as Payoff skills and this set completely elevated this build.
That is correct any flat added damage that is not adaptive (adaptive Spell Damage is mostly only on Caster Weapon Implicit and most sorcerer passives) will get the benefit of yll your %inc. So if you have +40 Fire Spell Damage and 1000% inc Fire Damage even the cold volcanic orb would benefit from all fo that. Only the base damage of volcanic orb and any adaptive spell damage that would be converted to cold will not benefit from the %inc fire damage.
As a general tip for these kind of multi element builds, you cna try stackign as much generic %inc spell damage and only take %inc fire where necessary, this way msot of oyur scalign will affect both and then maybe a little bit more would go into fire, but that makes the cold oens still decent.
There is no numerical difference between %inc fire and %inc spell damage.
I am now running this set and it is an absolute blast. It seems that all that’s happening is the fire tag getting swapped out for a cold tag for the Cold Orb. Both orbs act exactly as a cast Volcanic Orb, including shrapnel, explosive ground, etc, except with the appropriate Fire or Cold tags, including freeze/chill rate. Explosive ground and the fire glyph both get changed to cold damage automatically when Cold Orb is cast.
Even if you convert Volcanic Orb to cold via a skill node, the Fire Orb always gets cast with the fire element, so it doesn’t gain any bonuses that you would load up through cold nodes, and vice versa for fire.
It’s so fun taking extra orb speed and crit and watching these little planetoids whirl around you. Still trying to solve mana, but Mana Strike seems to serve in a pinch if there are any survivors after a double orb assault.
Even the Fire (or Void) covnersion still get the Shrapnel damage from Glacial Might, which probably is the single most insane node for clearing with sharpnels.
To clarify: “Cold-specific damage only gets bonuses from cold-specific nodes from your passive tree. Same with fire-specific damage from fire-specific nodes from your passive tree.”
I am running Void Volcanic Orb with Sacrifical Embrace and I need as many hits (crits) as possible so I went all in on shrapnel + pierce. With Glacial Might (125%) and Eruption (100%) the sharpnels kill everything that is not rare or champion and Rares and Champions get melted once they are close to orbs because of shotgunning