[3.4] Fire Nova Mine - Perfect League Starter - Low Budget - FAST - HC Viable
" yup. I am finding it hard to have enough STR for red skillgems :v I had to take a +30 node I think once I get my decoy totem/cwdt setup up, it will be smooth sailing into maps. |
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thanks man, just ripped with 71 flurry build, will play this now :D
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" Sorry for your loss :( Hope you have more luck with my build ! Check out my Fire Nova Mine Guide (3.2) : https://www.pathofexile.com/forum/view-thread/1774498
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This build is working wonders. OP, on the gear you focus only on life and resistances?
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" ye priority is like this (at least in hc): res @169 life armour/cast speed fire damage/spell damage Check out my Fire Nova Mine Guide (3.2) : https://www.pathofexile.com/forum/view-thread/1774498
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" Cheers! And how about the ascendency points? Particular path to do points in first from the lab? And what level is recommended to try it out at? | |
" Bomb Specialist -> Demolitions Specialist -> Explosive Expert I usually do norm lab after finishing act 4 norm , cruel lab when I reach merciless dried lake, merc lab when i can do safely tier 6+ maps Check out my Fire Nova Mine Guide (3.2) : https://www.pathofexile.com/forum/view-thread/1774498
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Any thoughts on moving this into a CI build with a few minor changes for ES instead of health? Also, the problem I have is with the mana but I'm thinking, if we I use http://pathofexile.gamepedia.com/Heretic%27s_Veil it might work better?
Last edited by Spazmeister on Dec 4, 2016, 5:43:40 PM
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This is the first mine build I've tried, and I've taken this up to level 42 in Breach SC so far.
To those who've never used them before, you have to lay them with the skill, then press D to detonate. You can map that to QWERT, as well. Enemies can attack the mines to destroy them, and mine laying is super-awkward. I'd actually recommend not using them until you have Clever Construction, which makes them functionally invincible. Until then, most bosses killed the mines after a single cast (or in Merveil's case, before I could even detonate). Fire Trap/Orb of Storms worked very, very well in the beginning. Got up to Act 4 Normal without running into many problems, but the pack sizes in breaches make laying mines difficult. Unless you're clicking right at your own feet, you won't lay a mine at all, and you're also liable to get stunned out of the mine-laying animation. Holding Shift when you activate the skill will place it at your own feet, instead of trying to blitz your way through enemies and dying. Shield Charge seems like a high-priority, just to get through dense mobs. Also, watch out for "Allies can't die" mods--your mine won't have the range to kill them from outside the pack (and you don't want to be inside). I really want to give this build a shot in the endgame, since the damage output seems solid, but again, mines are awkward. Thanks for the build, whether I stick with it or not, I'm glad I got to try it. Last edited by AtlasJackson on Dec 4, 2016, 6:34:08 PM
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Hey nice build Im running it currently lvl 64 in Breach SC and it's a lot of fun. I messed up and made flameblast the last build i did on the old league but this is doing pretty well. I've filled out the whole leveling tree and I'm trying to figure out where to go next. I'm dreading dropping clarity for the 2nd curse and those mana cost nodes look really nice. I was wondering why you didn't go there? I plan on going for the survivability on the right of templar and leaving the left for after I pick up eldritch zealots and the curse. So what do you think about the mana cost nodes and what order do you recommend i finish up?
Last edited by Duh_DA5 on Dec 4, 2016, 7:16:51 PM
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