[HC Assassin] 2.6 Arc Miner build - Fast Clear + Very Low Budget!

I'm not an expert or anything, but this is a crit build that uses controlled destruction support gem? Wouldn't that make it not crit?
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Pathological wrote:
Ive got this build up to level 60 now, the damage is really amping up with cruel labs under my belt, but my god do I feel squishy.

I actually just took MoM off, because every mob I walk past would dump my whole mana pool.


Maybe I'm just playing too aggressively, but the time between dropping mines and having them arm seems to be a scary time for me!


Running without MoM is even more scary :P Make sure you have a seething/bubbling mana flask and that should help. Also having a bit of ES to cover that window between detonations will help a lot :) But yeah you are starting to get to the point where damage increases drastically :D

Oh and controlled destruction is reduced crit, not less. i.e. we trade ~8% crit chance for 40% more damage :)
Why mines over traps?
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murybcm wrote:
Why mines over traps?


It is more budget with mines as you can use Tremor Rod for the free link. Also Blast Cascade is more consistent with mines, and with a skill like arc you don't need to worry about where your mines/traps would be anyway :)
I am using this and I like it very much so far.

Question: Why do you not go for Heart of Thunder (at the north part of the tree)?

It seems that it would add a significant amount of damage and is very close to the top power charge node Instability there. I figured you might have tested the damage difference against another path, but just wondering.

Question 2: Also, why do you not get Lightning Walker near the witch start point since that also seems like it would add a lot of damage.

Thanks much for the guide also!
Praise Bisco the Doge <3
Last edited by Whiskeys#1798 on Mar 24, 2016, 10:31:46 PM
I'm playing a slightly different version of this build (I'm using bladefall + poison instead of arc), but the passive tree and the concept is more or less the same.

I can't recommand this flask enough :




I was wondering if tremor rod is that great ... The delay between 2 mines activation is a little long (1s ? maybe a little more) and I tend to replace my mines before I trigger it another time. Did you had a similar experience ? I just feel like I'm loosing 35% dps because of the rod atm


Thank you for the awesome guide !
Last edited by Mennphis#7648 on Mar 25, 2016, 9:20:59 AM
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Whiskeys wrote:
I am using this and I like it very much so far.

Question: Why do you not go for Heart of Thunder (at the north part of the tree)?

It seems that it would add a significant amount of damage and is very close to the top power charge node Instability there. I figured you might have tested the damage difference against another path, but just wondering.

Question 2: Also, why do you not get Lightning Walker near the witch start point since that also seems like it would add a lot of damage.


The answer to both of your questions is pretty much the same - we only either pick up crit nodes, or the very efficient mine/trap nodes, and even when only picking these up we run out of points pretty quickly. Heart of Thunder would be quite nice to pick up for a little extra ele pen but we already have quite a lot so its not so important. Lightning Walker is only 13% damage/point, which is lower than average mine nodes. Plus we get more than enough damage :) Glad you are enjoying it though.

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Mennphis wrote:
I'm playing a slightly different version of this build (I'm using bladefall + poison instead of arc), but the passive tree and the concept is more or less the same.

I can't recommand this flask enough :




I was wondering if tremor rod is that great ... The delay between 2 mines activation is a little long (1s ? maybe a little more) and I tend to replace my mines before I trigger it another time. Did you had a similar experience ? I just feel like I'm loosing 35% dps because of the rod atm


Yeah the build will work well with quite a few spell, main reason I chose arc was for the smart targeting speeding up clear :) I like the idea of the flask but honestly, I would only use it in no regen maps - I would much rather have an instant mana flask, as the only time it really does go down is when I get hit. Tremor Rod also links in to this as it is very mana efficient, so I think the flask would be far better when using another weapon setup :)

I understand what you mean about the activation time for tremor rod mines, but honestly the staff as a whole is great even without this. It gives a tonne of mine-laying speed and a free remote mine link as well. The mine re-arming is nice for mana efficiency as we are MoM, and also you don't need to stop to lay new mines, so can continue to dodge on bosses for that extra second :)
Thanks for the response, it makes sense.

You are awesome :D
Praise Bisco the Doge <3
This is the most fun build I've played for a while :D
Really interest concept, changed my perception of mines still being clunky.
One question, do you recommend a Call of the Brotherhood ring? The freeze and extra damage seems to be cool but not sure if it is worth giving up for a decent rare ring
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SakuyA_A wrote:
This is the most fun build I've played for a while :D
Really interest concept, changed my perception of mines still being clunky.
One question, do you recommend a Call of the Brotherhood ring? The freeze and extra damage seems to be cool but not sure if it is worth giving up for a decent rare ring


I had considered going for a Call of the Brotherhood ring recently actually. If you have decent gear elsewhere to make up for it then it might be a good choice as you would be able to freeze most enemies as well as shock them. The main reason I didn't was because of those that you don't have a high enough base damage to shock/freeze anyway - in particular bosses. That being said, it would be fun to experiment with 2x Call of the Brotherhood to see if you can freeze bosses without the added shock :) It would also allow you to drop Herald of Ice in favour of more defence.

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