[1.3] - Krippi's Barrage CoC - [Bloodlines]
Welcome to my CoC guide!
About Me
Hello my name is Krippi. You may know me from my stream (twitch.tv/nl_krippi) or from my World First Hardcore Diablo 3 kill. I am an avid player of the aarpg/mmo genre. One of my favorite aspects is to theorycraft and make spreadsheets/basic models for damage/survivability for the characters I play. Which fits in perfectly for POE! I have been playing poe off and on since beta, but for the past 4-5 months it has been my primary game. I only play hardcore temp leagues and with each new league I like to try out a new build/something different. For those who just want the basic gem and skill tree...
TLDR
Skill Tree Bandits - Oak - Kill - Alira
Gems
6 Link Voll's - Barrage-CoC-GMP-Life Leech-Spell 1-Spell 2 5 Link Voll's - Barrage-CoC-GMP-Spell 1-(Spell 2 or Life Leech) Tabula - Barrage-CoC-GMP-Spell 1-(Spell 2 or Life Leech)-pCoC Why Play This Build?...It's Insanely Fun!
Why shoudn't you play this build?
Gameplay
So what's actually going on and how does it all work? Let's take a closer look...
Mechanics
Critical Stirkes
Cast on Critical Gem and Barrage
In patch 1.3 CoC got a pretty big nerf. The internal CD for spells to be cast was changed from .01s to .05s. This is very important for barrage, because it shoots between 4-8 projectiles depending on whether it's linked to GMP or not. All projectiles are evenly spaced and if they are not spaced more then .05s then you can lose out on possible CoC procs. This spacing is dependent on your attack speed. Let me give you a few examples. Example 1: Let's say your barrage projectiles hit .051s apart. T0: You proc CoC T0.051: You proc Coc T0.102: You proc CoC (So in theory all your barrage hits could cause a cast) Example 2: Let's say you increased your attack speed and now your barrage projectiles hit .045s apart T0: You proc Coc T0.045: You can't proc Coc, because .05s internal CD T0.09: You proc CoC T:0.135: You can't proc CoC, because of internal CD As you can see with projectiles 0.045s apart you can only proc CoC every other attack and the min time between possible procs is 0.09s. So in example 1 all of your attacks could proc CoC, but in example 2 only half of them could. You are probably wondering if there is a point for an attack speed that decreases your barrage spacing to be less then .05s. The answer to this is yes, if you get it just over 0.05s/n (n=2, 3, 4) you won't miss out on possible CoC procs. Example 3: Your barrage projectiles hit every 0.026s T0:You proc CoC T0.026: You can't proc CoC T0.052: You can proc T0.078: You can proc if T0.052 didn't proc Because CoC only has a 70% chance of procing at lvl 21 hitting more frequently has it's benefits as long as the time between chances to proc aren't to long. This means there are optimal attacks speeds for barrage. Because of how barrage works the optimal speeds vary based the number of projectiles fired. So what are these breakpoints? Base Barrage w/no LMP or GMP
Barrage w/GMP
To test whether you have a bad breakpoint link: Barrage - CoC - GMP - Lvl 1 SRS. If you can't spawn more then 4 SRS minions in one barrage then you need to reduce or increase your attack speed to get to the proper breakpoint. Being slightly below the breakpoints also has it advantages. If a mob is moving towards you the projectiles will hit closer together thus possibly causing you to dip below the 0.05s frequency, but overall it should not be an issue you worry about. Let's hope this all made sense. More math and stuff continue in the wand section...
Gem Setups
Main Damage Gems
There are several ways you can setup main gems, but it depends on your colors/links. Gem Options
Gem Combos
You aren't confined to those spell combinations, but they are some of the best choices.
4 Link
5 Link
6 Link
Support Gems
Aura Gems
When first starting out you may find it hard to sustain mana and clarity is required until you get 1 or 2 elreon rings. Initial Auras Reduced Mana-Herald of Ice-Clarity End Game Auras Reduced Mana-Herald of Ice-Purity of Lightning-Purity of Fire Purity of Ice can replace herald of ice if needed for difficult content or if you resists are lacking. CoH Reduced Mana-Curse on Hit-Herald of Thunder-Warlord's Mark Other options for CoH are Temp Chains, Enfeeble, Ele Weakness, and Assassin's Mark Warlord's Mark gives you leech and helps keep endurance charges up for a longer immortal call and reduced physical damage.
Movement
Lightning Warp-Faster Casting-Reduced Duration
Misc
CWDT Setups Cast When Damage Taken-Enduring Cry-Increased Duration-Immortal Call Cast When Damage Taken-Enfeeble Last Gem Slot Righteous Fire or Decoy Totem
Gear
General Rules
I also like to stick Armor or Armor/ES bases, because our evasion will be so low it doesn't help much. Armor will also help reduce those little attacks. And a little ES doesn't hurt to add some extra life. I desync'd into a 30% increased damage dominus and survived a touch which would have left me with 2 hp if I didn't have 500+ES.
Head
Option 1 - Rare Prefixes: LIfe, % Arm, Flat Arm, Hybrid Arm/Stun Recov Suffixes: Accuracy, Resists Option 2 I prefer option one for hardcore. Rat's nest is really nice but with 90% crit without it you don't need it that much. If you are using a tornado wand then you surely don't need it, but the 2.2 attack speed might be harder to reach without it. In standard I would probably use rat's nest.
Body Armour
Option 1 Option 2 - Tabula Rasa Voll's is the ideal choice. It allows you to maintain power chargers with ease. It's unfortunate that it's pretty naked stat wise and cuts your mana pool in half, but you don't really need mana! Tabula is a greater starter piece...it is in essence the same as a 5L voll's without the loss of half your mana pool. Tabula allows you to run Kinetic Blast for aoe and Barrage for single target with an easy swap. I really enjoyed playing that way early on.
Gloves
Option 1 - Rare Prefixes: LIfe, % Arm, Flat Arm, Hybrid Arm/Stun Recov Suffixes: Accuracy, Resists, Attack Speed(not really needed for 2.2APS with imbued wand) Option 2 Maligaro's is the ideal choice. It has everything we want to boost our damage, but we lose out on some survivability. I did not switch to maligaro's until later levels when I was comfortable losing the extra life and resists rare gloves had to offer.
Boots
Rare Prefixes: Movement Speed, Life, % Arm, Flat Arm, Hybrid Arm/Stun Recov Suffixes: Resists Not much to say here. I wouldn't go below 15% movement speed unless you are on a budget and need to get your life and resists up.
Amulet
Rare Base doesn't matter much, but you might need some dex for gmp. If not get Agate Amulet base for more life/es. Prefixes: LIfe, Spell Damage, -mana cost, % Arm, %ES Suffixes: Accuracy, Crit, Crit Multi I always use my neck as a stat stick for crit/crit multi. Early on you might need to trade in crit multi for resists. Typically I searched for a neck with 60/70+life, 200+accuracy with open suffix. This allowed me to craft on ~30% crit from elreon. I have tried Voll's Devotion, but it just didn't seem that strong with this build as we are dependent on 7 power charges to get our crit up. Without them it was hard to proc CoC.
Rings
Rare Diamond Rings Prefixes: LIfe, -mana, ES Suffixes: Accuracy, Crafted Crit, Resist, Cold Dmg, mana regen, strength It is essential when you transition off clarity to have 1 elreon ring to offset the mana cost, 6 link barrage is ~18 mana. With the ring it brings it to 10 which is easily sustainable at 2.2APS.
Belt
Rare Leather Belt Prefixes: LIfe, Flat Armor, Flat ES Suffixes: Resists Yah it's a life/resist stick
Shield
Option 1 - Rare Prefixes: LIfe, Spell Damage, ES, +Gem Lvl Suffixes: Resists, Crit chance for spells Option 2 Option 3 Early on a rare shield or saffells is perfect. I'm really not a huge fan of saffells. It nice on some fights, but I hate losing the block chance for regular attacks. I find with CoC that I always have flasks up and it is rarely spells that are hurting me, it's the off screen chargers or a big physical hit that hurts. I'll take my 20% chance to block. Later once you have flask nodes and purity of fire you can switch to Rise of the Phoenix and run RF. That is the only reason to run that shield. It is nice to have 100% fire immunity and not care about half of the scary things in the game.
Wand
Option 1 - Rare There are two options here, tornado/opal or imbued. Prefixes: Spell Dmg, Spell Dmg/Mana, Crafted Spell Leech, Phys/Acc, +Gem Level Suffixes: High Local Crit, Crit Multi, Attack Speed(if needed), Accuracy, Cold Dmg Imbued wand is the ideal choice. You can get by with very little to no attack speed added to hit 2.2aps. If you wear rat's nest or pick up berserking you don't need attack speed. This allows you to pick up accuracy or cold damage or just crit multi if you did not have it. With 23% from tree, 5% from maliagro's, and 10% from qual GMP you have 38% increased which means you only need a 1.63 speed wand to get 2.25APS. Now if you had a little bit more lets say 15% from rats nest or berkserking, You would only need 1.47spd wand to get to 2.25APS, which would mean an imbued wand would be to fast and you would pass the APS breakpoint and you would need to lower the qual of GMP or something to get to the right spot with 0% additional attack speed on your wand. On the other hand now you could use a tornado/opal wand with a higher base crit and a nice added attack speed roll to get to the 2.2aps. Think I forgot to mention...Crit is your most important stat. You don't need anything else, but a local crit 30+%.
My Gear
Life Total in this setup: 5173/360 I also had a pair of maligaro's that I would wear and saffell's to swap to for certain things. As you can tell there is still room for lots of improvement. None of my gems were level 21. I had vaal'd several, but had no luck. Accuracy on the helm would be nice and more chaos resist. I am a big fan of chaos resist for Bloodlines and probably future leagues. Otherwordly chargers/devos are a lot less scary when you have +20 instead of -60. Other notes, my wand had 12% added attack spd, which was perfect to get to 2.2, but when i wear maligaro's it is to fast so i had to actually craft it down. Also all gear is in standard now since I rip'd to desync two days after I started this post.
Flasks
Besides the damage flasks are what make CoC amazing. They are practically permanently up. I found the ideal flask setup to be the following. Swap flasks included Flask Choices
Spec
Skill Tree Lvl 90 Lvl 80 Lvl 70 There is a little to be said about the choices I made on my spec. You might be curious why did I go to the templar area. Well I like some of the nodes over in that area. Mainly the Chaos/Life Ring and Celestial Judgement. Which means I missed out on true strike, but I picked up another power charge which balances it out somewhat and I have a lot more elemental damage. The nice thing about the build is if you want unwavering you are still pretty close and can drop a few unneeded nodes to get to it. There are plenty of addition life nodes if you feel like you are lacking, but with 178% I wouldn't be to worried. At one point I had 5.6k life and 550 ES. You have the option of picking up Inner Force which will net you +1 max resist with level 20 purities. Like I mentioned earlier you can pick up Berserking cluster and use an opal/tornado wand. So if you want to cut some damage to pick up other things that's fine you have plenty of damage to spare! Leveling: Typically I level characters with freeze pulse/flameblast or whatever is the easiest til mid to late 60s in docks/66 maps. While leveling I pretty much jump life node to life node and sometimes pick up big dps/crit nodes. Transition: Once you transition you don't need vaal pact right away. You can make do with Arctic Breath/Ice Spear Combo and a Sapphire. You have to just be a little careful with reflect in big pack size or increased monster life maps, but docks is NP. Later Leveling: I didn't pick up the flasks nodes and Aura nodes until late 80s, because you really don't need them. You can put points in the Celestial Nodes in the mean time. Well I hope you enjoyed my guide. If you have any questions ask them here and I will stop by time to time or message me directly. You can also visit my stream. Things to still be added
Last edited by Krippi#0512 on Mar 15, 2015, 3:10:16 PM
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really nice post,espcially the aps caculation about coc's cd time.
I need to say this thread is much more useful than 99% posts here, and this is the reason that i am curious about why there is no other replies...... Last edited by Won_noW#4412 on Mar 10, 2015, 1:58:18 PM
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BTW, there is something wrong about your test on aps of barrage without lmp/gmp.
Lets do some math here: 1st of all, barrage has a windup time before shooting, and barrage + gmp increased the attacks' duration. These 2 basic concepts are from GGG. So lets assume that the value of percentage which shooting time takes is "a", acoroding to the tested break point 2.2 aps for barrage + gmp, we have: (a+1) x a/8 x 1/2.2 > 0.051 then we have a2 + a - 0.8976 > 0 so the results is a > 0.57 and from which GGG said, windup time is around 40%, this result is right, shooting time si 60% . This is the reason that why people get confused by their caculation about barrage+ gmp 's attack speed on the tooltips,which is only 1/(1+0.6) of its real attack's time. lets do the math again, barrage + gmp 0.05 x 8 / 0.6 = 2/3 = 0.6666666666 so, 0.66666666 s is your break point. So for the tooltips,it would be 0.666666 x1/(1+0.6) = 0.4167, the aps u guys tested is 1/0.4167 = 2.3+ OK, then for the case barrage without lmp/gmp, 0.05x 4 / 0.6 =1/3 so the aps is < 3 hope someone could understand my math..... |
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You are correct about my no lmp/gimp calc. For some reason I was still calculating for 8 projectiles and not 4. So it is <3 APS.
And for the Gmp calc I think it makes sense .4 windup + .6 attack + .6 Gmp attack. Through testing the break is close to 2.3. I think when I tested 2.27 or so APS is where I failed. And finally the sheet APS isn't the real APS. if you do 100 attacks with GMP barrage at 2.2x APS and divide it out you get something like 1.77/1.8 APS because of the Gmp projectiles increasing the duration. The sheet APS reflects as if you didn't have Gmp iirc. Not at my computer so hopefully I got all of that right. Edit: Back to the gmp calc....So the new equation would be .25 windup + .75 attack, but that doesn't work perfectly. If you do the math it's (.05*8)/.75 = .5333 then convert to APS 1.87. That's close to the 1.77/1.8. Last edited by Krippi#0512 on Mar 14, 2015, 11:27:49 AM
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Thanks for the guide Krippi...
Pro explanation of things as usual. Was thinking of maybe trying Glacial cascade + arc combo with some nuts Standard gear. Or Maybe just go with some GMP version. Keep yoloing it bro - most interesting HC league stream in PoE twitch by far imo^_^ Top level playing with tons of knowledge. Btw. You could add the "Nuts" version with your RF VP ruby flask spam version of build that you used before the char unfortunately ripped to desync/yolo :P (vulnerability academy boss with double desync GG) best cudez ps. that RF + Acuity might interest me. Going to try Corrupt +1gems Volls too^_^ Who Are We? Where do we come from? Last edited by Cudez#7540 on Mar 14, 2015, 7:00:46 PM
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Awesome + indepth guide, lots to learn here
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" Yes, as I caculated before, the percentage of attack time in barrage should be bigger than 57%, as well GGG claimed it is around 60%(not exactly), so there might be a very slightly deviation like 1% to 3 %. I think this is why we have a little difference between caculation and real test, I guess this is ok. BTW, due to the limitation of aps of barrage + gmp, do you really think barrage + gmp is still the best coc choice? I have tested barrage without lmp/gmp + glacial cascade + flame surge/arc + EK + life leech for single target, it is quite great, even better than gmp. I think this is because glacial cascade has multi-hits which creates a dps much higher than its dps on tooltips. It seems that 2 spells x 5 x 50% (gmp effect)=5 spells/per crit is not the strongest way now, because in the case barrage + glacial cascade + flame surge/arc + EK, u have also around 5 spells (glacial cascade counted as 2 to 3) per crit, and nearly half of their total damages are physical damage, u need not to worried about reflection any more. SO in my opinion, barrage without lmp/gmp + glacial cascade + flame surge/arc + EK + life leech is the best now, at least in bloodline/hc , especially when u only have a 5 link. Last edited by Won_noW#4412 on Mar 16, 2015, 5:12:16 AM
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Why use Barrage? Are you aware of the fact crit rolls according to attack and not hit?
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" becoz barrage is a range-attack. I guess u would like to introduce cyclone, but do believe me: if u wanna play with discharge, Mjorner is the best choice. With a "attack can not be eavded" dagger or mace, of course u have a higher chance for crit rolls, but the problem is that the trigger skills u can use is only cyclone which causes descyn, or u may use molten strike/lightning strike etc, but I dont think coc with face tanking skills is a good choice, especially when u wanna leveling a lvl 85 + charactor, die one time and lose 10% exp, this is really a big deal. |
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I still feel gmps is better. Let's say you are at the 3.0 aps and the 2.2 aps for gmp (but really 1.8aps). So if you shoot lets say for 10s.
No GMP - 3aps*10s*4hits per attack = 120 Hits GMP - 1.8aps*10*8 = 144 Hits So as you can see in a 10s window gmp is getting 24 more chances to proc...not a ton but it does add up. Now Glacial cascade hits 2-3....granted 3 is super ideal, but if you are standing right on the mob it might even be 1. Now in the spec we have 40% projectil damage, which only EK gets. We also have 100 or so elemental damage, which only half of GC and none of EK get. Yes gmp does give us 50% less damage, but it does give 40% increased dmg at higher level, granted i know it is a much lower then a 40% increase with all the spell damage and elemental damage we have. |
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