(2.4) Wormblaster the Third (A Herald of Ice build)

For bosses that can be both ignited and poisoned, why not just take off the herald of ice setup, replace it with a BF mine setup with poison, bladefall, remote mine, conc effect? This setup gives you 8 base poison * 31 (assuming 300 ignite stacks, which is guaranteed because the worms wont shatter) meaning you get 248% of the initial hit as poison. Then when you multiply the conc effect and remote mine, you get about 600% of the initial hit as poison per second. Add vulnerability and the skill effect duration and you end up with a poison that does several thousand %damage of the initial hit. You dont really need to scale it any other way because the taming just says you do increased damage, not ele dmg against targets with ignites. I'm assuming you could just one shot the shaper this way, all it would take is a simple helmet swap. It'd probably save you like 30-35 seconds on the shaper run and you could probably beat the current fastest time on it.

Thanks for answering my questions, I'm still skeptical that 300 ignites are reached and frostbite should only be giving about 7% freeze chance, but that's a minor part enough that I can test that on my own when I run the build.
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Erueruefu wrote:
Well, hard to say, but I'd propably guess it will be sub-par compared to Slayer and Hireophant.

First off, the build doesn't really have any problems sustaining flasks, and the Pathfinder notable would barely be noticed.
Secondly, the only thing that would really improve the builds survivability at this point is a bigger life-pool/elemental resistance of any kind.

The mana and life-recovery certainly is nice though, but with all the recovery-scaling the build already has, it seems a bit overkill getting more, diminishing returns and all that.


I appreciate your reply. I do agree with you. I came to the same conclusion right before I noticed you replied to me.

I was looking into Elementalist as well, but realized Elemental Conflux was nerfed and only 6 out of 14 seconds would be 100% ignite(for Emberwake/The Taming setup.) Still decent as it would give 50% more damage from shock.

100% Damage / 25% AOE for 4 seconds every 10 seconds.
Elemental Proliferation.
100% Shock for 6 seconds out of 14 seconds.
-25% enemy cold resist when Flame Dashing.

Those don't compare to 20% cull, 20% more damage, 20% movement speed and 40% AOE. It really depends if Elemental Conflux is still good. 2 seconds out of 14, it will be doing a crap load of damage.

One more thing. It would be a good idea to grab the jewel socket to the left of the Scion wheel. Put Intuitive Leap in it and grab the 25% Skill Effect notable and the x2 4% AOE nodes. Possibly grab the 15% Curse Effect notable too.
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Ramza11, I have no idea about your bladefall mine idea, but if it is goodd, you might consider using the Rime Gaze helmet to add one jewel and be even more efficient (since the 30% elemental damage of your regular helm would be irrelevant with those skills). Even better if your Rime gaze is enchanted properly.

But I don't know if it's worth it : the build is already pretty efficient as far as I'm concerned against bosses. Would love to have feedback though.
Hi,

Does the emberwake + taming increased damage stacked with other increased damage(unlike increased damage taken)? If that's the case, wouldn't be the increased damage from other sources not that significant? (20 ignites/second means 200% increased in damage)
RIP BUILD was fun while it lasted
In-game: leonid
All Challenges Done! (Ana/Ons) 9/9/2013
All Challenges Done! (Dom/Nem) 1/30/2014
All Challenges Done! (Tor/Bld) 3/10/2015
All Achievements Done! 9/28/2016
RIP

Yeap, the build is completly destroyed... like many others builds in the past. Basically there can be no fun build in poe and you are bound to die some millions of times per map (tank character or not, it's all the same sh*t).
Last edited by ceberus11#6467 on Nov 30, 2016, 2:48:27 PM
RIP Enjoyed a lot.
rip? o(TヘT o)

Flask Charge Generation on Critical Strike:

A character can now only receive one flask charge per Critical Strike every 200ms. This is shared across all flasks.

The Harvest and Master Surgeon now follow this rule. Instead of giving a charge to each of your flasks, they will only grant it to one.

The Master Surgeon Node now has 100% chance to trigger (up from 15%) to help compensate for this change.
rip with love TT

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