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Figuring out Fire Expansion


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#1 CheddarJack

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Posted 01 January 2012 - 12:31 AM

Ok so i have a pure MVP/PVM Geneticist. I have maxed all the cart skills (other than cart tornado) and i dont know what to go for next. I dont really need Crazy Vines or Hell Plant since those are really just WoE skills. So i was thinking of getting Demonic Fire + Fire Expansion. But i dont really know it uses that well. The delema i seem to face the most is Ghost types (such as ESL). DF+Lvl 5 FE (AoE Acid Bomb) doesnt NOT hit ESL. My question is could lvl 1 FE+DF hit ESL as well as lvl 4 FE+DF? If they cant, what Geneticist skill can, so that i can help my guildies fight ghost type MVP's instead of sitting on the sideline casting cart cannon.
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#2 meoryou2

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Posted 01 January 2012 - 09:27 AM

Levels 1 and 2 should hit, 4 is iffy since boss flagged monster are resistant to a lot of HP draining skills.

Level 2 is kind of iffy as well, I haven't used it to see what it does damage wise... but with high INT it may do enough damage to be not 100% worthless.

I also haven't been down to test it since the last patch, but level 5 FE was awesome for blowing up absolutely huge mobs scaraba2.
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#3 CheddarJack

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Posted 01 January 2012 - 11:49 AM

Levels 1 and 2 should hit, 4 is iffy since boss flagged monster are resistant to a lot of HP draining skills.

Level 2 is kind of iffy as well, I haven't used it to see what it does damage wise... but with high INT it may do enough damage to be not 100% worthless.

I also haven't been down to test it since the last patch, but level 5 FE was awesome for blowing up absolutely huge mobs scaraba2.


I assume you mean lvl 1 and 3 there? While 2 and 4 are iffy? Hmmm, alright let me know if you find out any more info.

Also lvl 4 im more interested in the minus accuracy and flee. Making a ghost mvp easier to him and to let him hit us less would def be of some help

Edited by CheddarJack, 01 January 2012 - 11:52 AM.

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#4 meoryou2

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Posted 01 January 2012 - 04:54 PM

No, one and two. Level one makes it bigger and last longer... still does crap damage and level two somehow takes your INT into consideration for the damage calculations.

BTW, just took a stroll down to scaraba2... Acid bomb damage has dropped a bit on rake horns... down from 150K ( 110 base INT and a +7 double zipper twin edge ) down to ~135K ( possibly because I didnt' eden buff dunno ) still a decent place to mob up if you have decent defensive gears... the bugs actually hurt a bit now so you can't really mob and CC without instant cast or at least damn near instant with cart cannon... not without spending a fortune on healing stuff.
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#5 DrAzzy

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Posted 06 January 2012 - 11:43 AM

Nothing a genetic can do will do satisfying damage on ESL, since all their good skills are forced neutral. ESL is an mvp that you should leave to the classes who can kill it properly. Or for that matter, not kill at all, since it doesn't drop anything good. RK is the correct class for executing ESL and other ghost MVPs.

I should test lvl 2 FE - I think i'll do that this weekend while we still have the resetter. I've got 2 genetics, one of which desperately needs a reset anyway.

Edited by DrAzzy, 06 January 2012 - 11:44 AM.

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#6 harlokjai

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Posted 15 July 2012 - 12:26 AM

JUst a question about fire expansion/demonic fire.

how does it work? I'm guessing its AOE acid bomb, then isn't that good? Or is normal acid bomb better?

LIke when i cast demoinc fire on the ground, does that fire stay there if I use fire expansion? Or will the demonic fire dissappear after 1 shot of fire expansion? Why i'm asking is, I'm wondering whether i should max fire expansion to get AOE acid bomb. WIll I save on the troublesome bottlgrenades? (I'm thinking that maybe we can cast demonic fire on the ground - it runs for 18 secs- then I can just keep using fire expansion which only uses acid bottle?)

Am I on the right track?

Thanks everyone!!
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