Was looking at detonating arrows and saw some skills that reference arming time, but didn’t explain what they did. Is it the time before the explosion happens (i.e. o.6 sec)?The skill “Quick Detonation” makes it sound like reducing arming time is a bad thing. However, if arming time is time till explosion, you’d usually want that smaller, so it would be a good thing to reduce. Thanks for your help.
Detonating Arrow has both a hit and explosion dmg. The arming time refers to the following explosion dmg (0,6s base duration after the hit).
DA tree offers alot of interesting mechanics and playstyles with advantages and disadvantages for certain builds.
Reducing the arming time i would say is not a bad thing, especially for arena or empowered monolith gameplay.
The instant explosion with Barrage node can be a life safer for putting out high and fast dmg before enemies can reach you. It also works well together with the poison conversion since hit & explosion still counts at the same time for stacking poison ailment even higher.
Also the combination of Rapid Detonation and Suckerpunch Arrow turns out to be one of the best combinations for high amount of dmg. It requires some practice with aiming of course because you want to hit the same enemy in a big mob group again after hitting it with a first arrow to maximize your dmg.
Homing Arrows can help out if you struggle with good aim.
So imo you benefit alot by reducing the arming time, especially in endgame content.
…and welcome to the community!
There’s a node that gives the explosion more damage based on the arming time so if you build it that route then less arming time would be a bad thing.
Thanks guys for your responses! Also, thanks for the welcome! This is my first character. I’ve been having a great time with the game so far.
There is also a node that gives up to 20% negative elemental resistance, while they have an DA attached.
Yup, which doesn’t apply to the explosion unless you have multiple arrows attached.
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