[3.13] Saboteur Pyroclast Mine Crit - Cheap, SSF friendly


Hi,

Last time i played a mine build was a long, long time ago, with the first build i did (on the forum). It was a Fire Nova Mine build in 2.5.
I wanted to play mines again for a while, but Cyclone got me in 3.7. Now is the time.


Version history (3.8-3.13) :
3.13 Note : Some ascendancy changes, a good chunk of +% inc dmg lost. It doesn't matter much. And Demolitions Specialist got a decent buff.
Spoiler
3.12 Note : No change.
3.11 Note : Cf. manifesto: "Critical Strike Multiplier values have been lowered from almost every passive". Still viable.
3.10 Note : Don't panic, it's still viable. The skill has been nerfed w/ a 20% longer throwing time (from 0.25 to 0.3s) and additional projectiles being added every 4 prior mines in the detonation sequence instead of 2.
3.9 Note : Not much changed for the build. Only that bosses now have 10% more elemental resistance. For the leveling, Stormblast Mine got nerfed, should still be fine though.


Path of Building link (w/ Swift Assembly & Skitterbots shock effect on belt)
Approx. DPS output (from this PoB, w/ trash stuff) : 570k shaper dps. This isn't including projectiles. With them, removing the belt Swift Assembly simulated buff, it adds ~790k (5 mines detonated, 71.6k * (2+2+2+2+3)). So ~1M360 shaper dps total. Don't take this as it is, we don't include the detonation speed in there, but we also didn't include the additional mines thrown for the projectiles, so it should +/- equilibrate this approximative DPS. If you stack your maximum amount of mines before the detonation, it'll obviously be way higher.
Passive skill tree (lvl 93) : On the official site - PoEPlanner link
Ascendancy priorities : Bomb Specialist -> Demolitions Specialist. Pyromaniac in third and Born in the Shadows to finish. Explosives Expert is a decent alternative as the last node too if you prefer more AoE & damages.
Bandits : Kill all for versatility, otherwise Alira is a fine choice too.
Pantheon : Probably Soul of Lunaris as i always do for the major one, and Soul of Ryslatha as minor power. Honestly, it's your own choice there.

Gems :
Dex. required : 98 (93 from tree, 5 req.), str. required : 155 (74 from tree, 81 req.).
  • Main setup (6l, BGBBGR) : Pyroclast Mine + Swift Assembly + Combustion + Immolate + Trap and Mine Damage + Empower OR Fire Penetration. Swift Assembly procs only once with Minefield, not worth it combined, so we dropped Minefield. Swift Assembly = ~60% "more" damages on average.
  • Auras (2s, B(B/R/G)) : Summon Skitterbots, Herald of Ash. Ideally Zealotry here but you'll need a decent mana pool. So we use a 25% reservation skill instead. You could also use Flesh and Stone in sand stance, Arctic Armour, etc.
  • CwDT setup (3/4l, RRBR) : Cast when Damage Taken (lvl 14) + Steelskin (lvl 18) + Enfeeble (lvl 17) + Summon Stone/Flame Golem (lvl 16). A decent defensive setup.
  • Travel skill (2/3l, BBB) : Flame Dash + Arcane Surge (lvl 5/6) + Faster Casting. Faster Casting isn't really necessary here.
  • Utility / Buffs :
    • Decoy Totem (R) : Always there to tank a bit for us.
    • Bear Trap (G) : Free 15% increased damages taken by enemies, on bosses for instance, if you have some time to throw one.
    • Withering Step (G, Travel skill) : Can be useful in place of Flame Dash sometimes.
    • Smoke Mine (G, Travel skill) : Can be a good travel skill if you get used to it.
    • Potential fortify setup (3l, (R/G)GR) : Whirling Blades (Daggers) / Shield Charge (shield) / Leap slam (staff) + Faster Attacks + Fortify. I'm clearly not sure about it. Especially since i'd ideally use a staff as 6l and try to get a Kaom's Heart somehow (in SSF, i'll just pray).


Gear :
I'll just put what i always say on my builds :
As always, priority is to get some life and resistances, and 25/30% movement speed on the boots. When you'll start mapping 135% all elem resists is mandatory and i'd recommend to have 169% asap so you'll be capped even with an Elemental Weakness curse on you from a map mod or else. In your hideout since the -60% are taken into account now you want 109% (75% + the 34% Elemental Weakness removes in high tier maps).

For this build, there's nothing mandatory. You'll need some strength on your stuff, and a bit of dexterity.

For the flasks, you definitely want a Diamond Flask (w/ anti curses, of Warding), the rest is related to preferences. I usually always roll them to get lasting immunity to freeze / bleed and curses.
I'll probably go for a Quicksilver (w/ anti bleed, of Staunching), a Stibnite (w/ anti freeze, of Heat) for the blind, a Panicked Divine Life Flask and either a Mana Flask or Hybrid Flask as the last one.

This build works well with trash tier stuff (cf. PoB link), but can be improved by a lot with proper stuff :
  • Weapon : Martyr of Innocence (unique), Tremor Rod (unique), ...
  • Body armour : Belly of the Beast (unique) for decent life, Kaom's Heart (unique) for even more life. Carcass Jack (unique) eventually for more AoE.
  • Gloves : The new Blight unique gloves (Machina Mitts) enabling us to leech from the mines. Vaaled ones with "Curse enemies with Enfeeble on hit" as the implicit, saves 1 gem slot. Otherwise some good Fingerless Silk Gloves (loot locations).
  • Rings : 2 proper Opal Rings.
If you're a new player, you may not know Tabula Rasa is great to get your first 6l, and it's easily achievable through a bit of farming in the Blood Aqueduct (Act 9) to get a full set of the "Humility" divination card.

For the leveling, Stormblast Mine is a level 1 gem, so you should be fine with it until you get Pyroclast Mine at lvl 28. We take almost no damage specific nodes in the skill tree, only Snowforged and the nodes towards it (so 3 total).

Additional links :

Changelog :
Spoiler
If i edit this thread without putting something in the changelog, i just fixed some typos.
  • 2021-01-13 16h30 GMT : Added 3.13 note related to some ascendancy changes.
  • 2020-09-17 04h03 GMT : Added 3.12 note, no change.
  • 2020-06-19 06h33 GMT : Added 3.11 note.
  • 2020-03-11 03h25 GMT : Added 3.10 note. Updated approximative DPS.
  • 2019-12-16 04h07 GMT : Updated 3.9 note again, forgot Combustion put minus to fire resists too.
  • 2019-12-12 16h56 GMT : Slightly updated 3.9 note to be more precise.
  • 2019-12-11 18h21 GMT : Added 3.9 note, Smoke Mine as potential travel skill (wasn't there as i didn't like it much myself). PoE trees links updated for 3.9 (nothing changed except urls).
  • 2019-09-11 12h36 GMT : Added the name of the Blight gloves allowing you to leech : Machina Mitts.
  • 2019-09-09 04h44 GMT : Switched Minefield with Swift Assembly in our main setup, i forgot to update it earlier when i updated the PoB link. Also set Born in the Shadows as our 4th ascendancy node by default (updated PoB, DPS values and skill trees).
  • 2019-09-08 17h46 GMT : Updated PoB, added Bear Trap as a possibility, removed Unbound Ailments (for now?).
  • 2019-09-07 02h36 GMT : Swift Assembly isn't worth it.
  • 2019-09-06 19h21 GMT : Updated PoB a bit, changed 1 node in the skill tree (+ crit multi, - crit chance).
  • 2019-09-06 16h58 GMT : Completed Gems & Gear sections, etc.
  • 2019-09-06 16h11 GMT : Created the thread.


Removed text :
Spoiler

  • 2021-01-13 16h30 GMT : PoECraft - Crafting Simulator, very useful to see which affixes/mods can't be placed together, see the odds, etc.
  • 2020-03-11 03h25 GMT : This isn't including projectiles. With them, removing the belt Swift Assembly simulated buff, it adds 1M (5 mines detonated, 71.6k * (2+2+3+3+4)). So ~1M570 shaper dps total.
  • 2019-09-09 04h44 GMT :
    Path of Building link (w/ Swift Assembly & Skitterbots shock effect on belt)
    Approx. DPS output (from this PoB, w/ trash stuff) : 625k shaper dps. This isn't including projectiles. With them, removing the belt Swift Assembly simulated buff, it adds 1M 092 (5 mines detonated, 78k * (2+2+3+3+4)). So ~1M7 shaper dps total. Don't take this as it is, we don't include the detonation speed in there, but we also didn't include the additional mines thrown for the projectiles, so it should +/- equilibrate this approximative DPS. If you stack your maximum amount of mines before the detonation, it'll obviously be way higher.
    Passive skill tree (lvl 93) : On the official site - PoEPlanner link
    Ascendancy priorities : Bomb Specialist -> Demolitions Specialist. Pyromaniac in third and Explosives Expert to finish. Born in the Shadows is a decent alternative as the last node too.
    Main setup (6l, BBBBG(R/B)) : Pyroclast Mine + Minefield + Combustion + Immolate + Trap and Mine Damage + Empower OR Fire Penetration. Swift Assembly procs only once with Minefield, not worth it (~60% "more" damages on average otherwise).
  • 2019-09-08 17h46 GMT : Path of Building link (raw, waiting for PoB update)
    Auras (3s, 2l needed, BBB) : Summon Skitterbots + Unbound Ailments, Zealotry. Zealotry may be too much on our mana. Depending on what we'll have left to reserve, we could maybe use a 25% reservation skill instead like Flesh and Stone in sand stance, Arctic Armour, etc.
  • 2019-09-06 19h21 GMT : Path of Building link
    Passive skill tree (lvl 93) : On the official site - PoEPlanner link

Last edited by Harest#1598 on Jan 13, 2021, 1:31:44 PM
Last bumped on Jan 31, 2021, 9:38:34 AM
hey just trying this out but as im sure you are already aware skitter bots cannot be linked with unbound aliments
"
hey just trying this out but as im sure you are already aware skitter bots cannot be linked with unbound aliments


and the builds works?what are your experiences?
Trying this build out, thx for your work.

This is my first miner build so is it possible to autocast somehow the mines? Or do can we only blast them up via self cast "detonate"?

Thx for the reply
You can use spell totem support + detonate mines
"
BonusCan wrote:
hey just trying this out but as im sure you are already aware skitter bots cannot be linked with unbound aliments
It's a bug i've reported right here, yes. It should work as stated by Rory.
"
Joybringer75 wrote:
Trying this build out, thx for your work.

This is my first miner build so is it possible to autocast somehow the mines? Or do can we only blast them up via self cast "detonate"?

Thx for the reply
With the current way mines work, you don't want to do that at all cost, at least on a mine like Pyroclast. If you wonder why, simply because the longer your detonate sequence is, the more damages you'll get out of it. The optimal way being to reach max mines counter, start the sequence and continue to throw mines to make the sequence even longer.
Otherwise you can do the usual Spell Totem + Detonate Mines like @AkasahIhasakA said.

"
jorgomos wrote:
and the builds works?what are your experiences?
I can also answer this a bit, though i've only reached the town of Act 6 atm. It'll take a while to get used to mines again. If mines were thrown at your feets before, it's not for nothing. Monsters will rush you a lot. This can be really annoying.
The AoE of the mines is quite small at the beginning, you want to get your inc AoE in the tree asap, but the Clever Construction node is the most important one before anything else.
The strength of the build isn't the survivability as of yet for sure, but the single target damages are insane. And we should hopefully be able to clear well with that mine later with enough inc AoE. Otherwise, i guess we'll just swap for Icicle Mine when we clear... The tree will stay the same, just the support gems will be a bit different.
The thing i really hate for now is the down-time with Minefield after throwing 5 mines. Hopefully once we'll have more throwing speed through ascendancy mainly it'll be fine. In the end maybe Minefield will be swapped by Swift Assembly, i'll need to check that.
Last edited by Harest#1598 on Sep 7, 2019, 2:47:16 PM
Thx a lot guys for your answers, appreciated.

I am act 4 now and the overall damage is really really good, single as well as on packs, really like it a lot up to know. Using only a 3 link with Pyroclast, combustion and trap and mine support. Everything gets destroyed really quickly. To burn packs down quickly that rush into me, I use orb of strom, so also survivability is not a problem at all.


Believe this build will have a lot of potential and i will try out some different setups in path of building when i will reach into maps.

"
Joybringer75 wrote:
... [see above]
I also believe there's potential there, we or at least i, just need to learn to play the build properly.
Careful with Path of Building though, even when it'll be updated. It was never great to calculate mines DPS :/. It only calculates average damages of a hit, which sucks for a skill like Pyroclast Mine with all the mortar projectiles.

Also, for how i'm seeing Minefield currently, it'll be great if 5 mines are enough for a pack, but otherwise i feel like we'll indeed be better with something else. Mainly because we can take advantage of the animation cancel once the 5 mines are thrown to just move for instance and not suffer from the slower throwing speed.
While we'd lose 4 mines for the max mines placed at any point, it'll not lower our maximum detonation sequence that much.
Last edited by Harest#1598 on Sep 7, 2019, 3:42:48 PM
"
Harest wrote:


Also, for how i'm seeing Minefield currently, it'll be great if 5 mines are enough for a pack, but otherwise i feel like we'll indeed be better with something else. Mainly because we can take advantage of the animation cancel once the 5 mines are thrown to just move for instance and not suffer from the slower throwing speed.
While we'd lose 4 mines for the max mines placed at any point, it'll not lower our maximum detonation sequence that much.


Haven't tried yet Minefield but the huge reduced throwing speed my not fit my playstyle, not sure if i will like it. Will tell you tomorrow...:-)
"
Harest wrote:
"
Joybringer75 wrote:
... [see above]
I also believe there's potential there, we or at least i, just need to learn to play the build properly.
Careful with Path of Building though, even when it'll be updated. It was never great to calculate mines DPS :/. It only calculates average damages of a hit, which sucks for a skill like Pyroclast Mine with all the mortar projectiles.

Also, for how i'm seeing Minefield currently, it'll be great if 5 mines are enough for a pack, but otherwise i feel like we'll indeed be better with something else. Mainly because we can take advantage of the animation cancel once the 5 mines are thrown to just move for instance and not suffer from the slower throwing speed.
While we'd lose 4 mines for the max mines placed at any point, it'll not lower our maximum detonation sequence that much.


Honestly I might replace it for bosses or something but I really hate how minefield works and I just replaced it entirely with Swift Assembly. It just feels smoother overall and the DPS is still more than enough so far into maps

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