[2.2] 100% chaos ICE TRAPPER - UBER down (T15 Abyss Double Boss fight in 10 sec!!)
" Finally found a decent amulet for sale (no luck rolling my own and I wish this had life, but for 55c I can't complain): And with that, dual curse is going great - for difficult boss encounters I may switch up gear and run auras for more DPS. But for leveling, dual curse has been a boon. Last edited by hankinsohl#1231 on Apr 5, 2016, 2:12:47 PM
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" The poison dot applied by Consuming Dark is 10% of base damage per second and has a base duration of 2 seconds. Simply put, we don't take Entropy because other damage nodes are much better for us. Last edited by hankinsohl#1231 on Apr 5, 2016, 3:37:09 PM
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" Very nice xtcxtc :-) My contribution (with a little help from William Blake): Saboteur's Chant Monster, Monster burning bright. Traps explode to my delight. Uber, Uber, quake with fear. My traps and I are coming near. Last edited by hankinsohl#1231 on Apr 5, 2016, 3:18:43 PM
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Hey, great build, killed uber tonight.
My gear : Weapons : Armor : (+1 tabula for huge damage output) Jewelry : Little advice : I usually run clarity / HoI / Blasphemy temporal chains, but for double uber Vaal i switched to HoI / Anger, and i switched void manipulation with concentrated effect, gone from 26k to 33k5 self buffed. Helped me kill them faster :D |
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" Yes, but i have read this in other guide and says "To achieve incredible damage, this build converts 100% of the fire damage from Magma Orb and Firestorm to chaos damage (Chaos Orb and ChaosStorm), thanks to the Consuming Dark Dagger. The dagger also Poisons on hit, and Poison is the reason why this build does so much damage. The way you make Poison do monstrous DPS is by using the double-dipping mechanic with the Poison effect. Trap Damage, Area Damage, Chaos Damage and Projectile Damage all double-dip on your Chaos Orb Trap's Poison damage, while the first three double-dip for ChaosStorm Trap. This means that there will be an incredible burst damage from Poison immediately after the hit - hence the insta-death of Uber Atziri. How do they double-dip? Let's take into example Trap Damage. Trap Damage will boost the initial hit of your Chaos Orb - which will increase the damage of Poison, since Poison's damage is based on 10% of the initial hit. But Trap Damage will also boost the damage over time effect of the Poison, because it's applied through a trap-linked spell. This way, Trap Damage modifiers apply twice to the Poison effect. This is true for all the above-mentioned modifiers. On top of all this, the build uses Elemental Overload. The 40% MORE multiplier to elemental damage applies to the original fire damage of your spell, that then gets converted to chaos damage. As you can see in the videos, you can easily cast Orbs of Storm linked with the Critical Strike Chance gem to make Elemental Overload immediately proc (gem setup below). " 24.1.2018 [quote="Dro28"]wheres my fragment tab?[/quote]
(I thought that was a joke) 25.1.2018: GGG- Introducing the Fragment Stash Tab! |
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Has anyone running a high crit version of this build tried replacing void manipulation and controlled destruction with quality inc crit strikes and Inc crit damage?
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Hello.
How you play in this build with only 1 node for mana regeneration and 1 items with regeneration? Somebody also without mana flask or clarity. I'm with Clarity 16 lvl need to often use mana flask. |
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Have you considered using surgebinders and using that to offset the no-crit build instead? I don't like elemental overload at all, but I think surgebinders would make it work. I have 3 max frenzy and 4 max power at the moment, but you could get 5 frenzy and 5 power fairly easy, which would be 35% spell damage and 35% elemental damage and pretty much constant uptime.
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" The reason why Entropy isn't good is that it only scales the poison DOT, not the initial hit. So it single dips, it only boosts the 20% of our damage which poisons and it has a delayed effect, taking 2 seconds to apply the DOT ticks (when virtually everything - other than some very tough bosses - is dead long before 2 seconds elapse). So let's take an example. In this example we assume that we have no source of added damage at all and are simply comparing the effect of taking the Entropy node versus taking a Physical and Chaos Damage node. Suppose you attack and do 100 chaos damage to a mob. The way that poison works, you will also do 20 poison damage to this mob over 2 seconds. If you take Entropy, you get 27% increased damage over time (and to simplify things we'll ignore the increased skill duration). So with the Entropy node, we do 100 initial damage plus 20 * 1.27 = 25.4 for a total of 125.4 damage. Now suppose instead of taking Entropy we take a Physical and Chaos damage node which gives us 10% increased chaos damage. This node scales both our initial hit and our DOT. With the Physical and Chaos Damage node we do: 100 base damage * 1.1 plus the poison dot. The base poison DOT is 20% of the base damage = 100 * 1.1 * 0.2 However this base damage is also scaled by the Physical and Chaos Damage node since it double dips. So the total DOT damage is 100 * 1.1 * 0.2 * 1.1 = 24.2 In summary: Damage taking no nodes is: 100 base + 20 poison = 120 total With Entropy: 100 base + 25.4 poison = 125.4 total = a gain of 5.4 With Physical and Chaos Damage node: 110 base + 24.2 poison = 134.2 total = a gain of 14.2 So the Physical and Chaos Damage node is almost 3 times better than the Entropy node. In an actual build the difference between the 2 nodes won't be this extreme due to diminishing returns on increased damage; nonetheless, virtually any damage node that simply scales our base damage, whether or not it double dips, will be better than the Entropy node. Last edited by hankinsohl#1231 on Apr 6, 2016, 5:15:15 AM
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Possible to play with CI? Playing Mines build at the moment, but really want to try traps.
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