[3.10] The highest DPS miner - 1.5 shapers per second

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4NtiMage wrote:
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Luminaire4192 wrote:
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kirboolin wrote:
I'm personally really not a fan of the clunkiness of Minefield. Would the Expendability cluster jewel notable paired with Swift Assembly be better?


You can take a look at my build but I hated the clunkiness of it too and switched to charged mines support and picked up an expert sabotage cluster jewel with guerilla tactics as well. This somewhat makes up the difference in damage losing the extra mines but also allows me to throw mines really quickly. My mine throwing speed modifier reaches 110%(When I have 4 frenzy charges) and it feels a lot more natural to play.

I haven't done Uber Elder yet as I've been lazy but Elder and A8 Awakener are both deathless kills pretty easily. I imagine Uber Elder will be just as easy.

how do you generate frenzy charges?


I am generating them through Charged Mines on my 6L.
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faytte wrote:



So doing a little math, I think you would want to use inspiration instead of charged mines here. Cause of blast cascade passive we should already be rocking max power charges (mapping: always, bossing: in the first blast chain). There is an argument you could make about charged mines getting power charges faster on bosses, and that is certainly valid, but power charges (while valuable) are not a more multiplier, though you could reach some level of crit multi that would make more crit chance almost as valuable--but this isnt the build for that.

Frenzy charges are adding 12% more damage without passive tree investment. 30% increased throw speed is 'ok'. It's more, just an increase, but certainly nice. I think the largest QOL you get is simply dropping mine fields. Going from 0.17 mine throwing speed to 0.14 mine throwing speed(from charged mines) is not as noticeable as going from 0.40 mine throwing speed down to .17 from dropping minefield. Important to note though that minefield actually puts down more mines per second than even charged mines can, its just in clunkier chunks.

So you end up with 12% more damage and 75% increased crit strike + 10% mine damage for quality gems vs 35% more damage/40% crit strike chance from inspiration. This is backed up in POB which shows inspiration well ahead of charged mines. The only thing that beats this is awakened lightning added damage when it hits level 5 (not before that).

As a little bit of a thought exercise: Whats more damage, mine field + expert sabotage, or added lightning damage + expert sabotage? Added lightning and inspiration both seem well ahead, even when they are down four mines.

Some food for thought if you hate minefields, though just to reiterate, minefields is putting down more mines per second than either other skill, which makes them better for mapping if you are comfortable with the timing. That said for bossing where putting down mines isnt an issue since its done before head or during phase transitions then replacing minefields seems very logical.


This is all pretty much true. The problem I have with minefield is it feels super clunky and not fun. While it will always do more damage and the output will be better it's just not really needed for me currently.

I find the gameplay of flame dashing and dropping 1 or 2 mines to be enough damage. It feels a lot more natural when navigating the map instead of getting stuck in place quite often. I'm not sure what it is about minefield but the gameplay reminds me of Winter Orb or Blade Vortex. With my current setup it feels as though I'm not having to stop moving very long at all. With Minefield it just makes the experience feel not smooth.

If anyone is looking for damage though, you're absolutely right. That'll trump my spec every time. I just find that small boost of throwing speed to be enough for me to knowingly sacrifice damage and feel it's worth it, especially since this build decimates anything already. I can't argue to the speed of the build as I didn't give Minefield much of a chance but this feels pretty good. My choices were strictly for QOL and not damage output.
The way you people are building these miners makes me wonder what do you do when you see porcupines?
Acro/phase acro is too unreliable with low evasion.

Historically how miners dealt with physical damage was freeze/shatter, but now with delirium that's out the window, so if you don't want to get 1 shot, your only option is to get some physical mitigation.

There is a new notable on a small cluster jewel that enables you to get endurance charges (Enduring Composure), pair that with low cwdt+inc dur immortal call, drop acrobatics and get a granite flask.

As far as Minefield discussion for mapping goes - you can always gem/weapon swap for bosses, which is where you actually make use of blastchain bonus.
What should i be focusing on next aside from fleshing out the remaining passive points? I currently have about 4.5-5 ex to spend....



https://pastebin.com/wKmvH8k2

Following this https://pastebin.com/PWVLjec9 setup amidst this post.
I think this thread is going to be little messy, where u guys just create questions which are answered in detailed GUIDE. So at least say thanks to creator because this build is really nuts and stop spamming.

So just lets make few things clear.
Zealotry vs Wrath
In defaut, zealotry is better for us. Spell dmg + crit chance (which is our DPS booster cause we are taking multiplier nods and jewels), also concentrated ground for rares and UQ (in situations we need it most!) we have boosted crit chance, exactly what we need.

Wrath is also fine, but cant contest with zealotry. Why i write in default, because when u get Aul's uprising for zealotry or wrath, then u can use second aura as well. It also depends if u have or can get watchers eye. If u have watchers eye for Wrath, then go Wrath as default.

Minefield vs Charged Mines
As owner of thread wrote, go Charged Mines instead of Minefield in Hardcore (and maybe SC if u wanna go big lvl). Its much better, u are faster mapper, you have more mobility to dodge, because placing mines with Minefield stuck u for sec and little, which is enought to get one shot from stack of range monsters. Minefield can be used for END bosses, but also that stuck for sec can cost u a life, but in terms of dmg its much better to use Minefield vs hard bosses. U can carry a gem in inventory to swap, or have two staffes (mapping vs bossing) and just X before fight.

Six-link last slot
Elemental Focus vs Added lightning damage vs Lightning penetration. What to pick? I think its individual. Added lightning damage works only in Awakened version on level 5, where u have +1 to supported lightning skill gems. And then u can switc it for Trap and mine damage (cause its so good). U can also use awakened elemental focus or awakened ligtning penetration. In terms of maxing DMG awakened gems rolls all. But its very expansive.


After a short summary, let's talk about Enchantment, cause in guide its "doesnt matter". Which is probably mean like "you will roll hard even without ench, so dont care". But for guys who cares, is better +40% dmg or Ball Lightning fire additional projectile?
I can't take the dying anymore. I still keep on getting one shotted in yellow maps even sometimes in white maps. Can someone look at my char oxytocinsimulator and see what I can upgrade or what I can do to improve? This is just getting frustrating, if anything might roll a different character that just doesn't die all the time.
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leethal wrote:
I can't take the dying anymore. I still keep on getting one shotted in yellow maps even sometimes in white maps. Can someone look at my char oxytocinsimulator and see what I can upgrade or what I can do to improve? This is just getting frustrating, if anything might roll a different character that just doesn't die all the time.


First thing to do is to fix your flasks, get a freeze/chill immunity flask with actual duration, same for curse immunity. 2 life flasks are never preferable outside certain end game boss fights.

Granite and diamond flasks would be my choice, I'd also drop acrobatics and get the new notable on a small cluster jewel that gives you endurance charges when you get hit (Enduring Composure). When you do that swap steelskin for immortal call, steelskin is a useless guard skill for builds that don't have innate physical mitigation.

That should stop you from getting constantly 1 shot by delirium on death effects, which are mostly physical damage, it will not however turn this into a tanky build, you'll still be required to move out of most large hits and position yourself properly.
If that's not your cup of tea I suggest you switch to something different, instead of investing in this character further.
Last edited by arandan on Mar 25, 2020, 2:09:48 AM
How do you get a necklace with "Allocated Destructive Apparatus?"

I can't search for that on any trade site xdd
I completely ditched any form of crit from tree and gear (not the amulet yet)
To get tankier, I took advantage of the "Lightning damage from Non-Critical-Strikes is lucky from "Supercharge" Notable large cluster jewel
My tree is a personal take which I'd like you to check.
I played lots of simulacrum and 90+% of the time can end it, sometimes deathless".
I know that even with "lucky" I lost damage, but I felt a great need to tank myself up this league.
here's my gear:
Edit: I'm getting close to the Aul's uprising and ditch the ammy
I also switched to Eramir's favor







Last edited by Salonim on Mar 25, 2020, 2:35:58 AM
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Salonim wrote:
I completely ditched any form of crit from tree and gear (not the amulet yet)
To get tankier, I took advantage of the "Lightning damage from Non-Critical-Strikes is lucky from "Supercharge" Notable large cluster jewel
My tree is a personal take which I'd like you to check.
I played lots of simulacrum and 90+% of the time can end it, sometimes deathless".
I know that even with "lucky" I lost damage, but I felt a great need to tank myself up this league.
here's my gear:
Edit: I'm getting close to the Aul's uprising and ditch the ammy
I also switched to Eramir's favor









How much life is that? Could you post your defensive stats?

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