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Yep, no other way to negate it.
^This is what I do. It gives you eight sections of 75% damage reduction, I believe.
or rest up and heal up on patches with unavoidable aetherfire before you continue, ex the aetherfire path in dead man's gulch leading to The Immolation
movement skills like Vire's Might, leap, etc greatly help traverse these areas with aetherfire ground effect, but are not mandatory, and at worst all you need is a health pot or pay attention to safespots
Link please, so I can get an idea of how to set that up.
it is not very difficult to raise regeneration in almost any build. It's just that it will almost always be at the expense of something else.
The priority was to deal massive damage to weak mobs and reduce the available elemental resistances, for greater synergy with other teammates. And regeneration is needed-so that they don't accidentally kill in a crowd.
10k hp/sec will definitely keep you topped off since it's almost as much as maxmum potential incoming dmg
think my my point is that it appears "strange" to make a VF centred build, but not use the VF centred set (ember's calling) ?