[3.4] Fire Nova Mine - Perfect League Starter - Low Budget - FAST - HC Viable
" With double curse it's not really dangerous, it's not a facetank build so you have to play it smart, but still it's fine defensive wise. For red maps you want 5l+Helmet enchantment then its fine. Then it should look like this : https://youtu.be/ePZv0Px9KoI?t=3205 " It's better to farm up currency for your 2nd char, not really endgame viable , not because of the dmg but you will run out of mana aka life. If you manage to outregen your mana costs you would be able to do everything. " Nah, it's useless for FNM. " Ascendancy points really help to make the build feel less clunky , however If you don't do already make sure to use decoy totem on cooldown. It taunts all enemies while you can comfortly lay down your mines. Single best defense that's out there. Also make sure to press shift while laying down mines, I explain it in the "mechanics" section of my video guide. Check out my Fire Nova Mine Guide (3.2) : https://www.pathofexile.com/forum/view-thread/1774498 Last edited by KikosLive#5411 on Aug 7, 2017, 2:02:13 PM
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Alright thanks, I'm assuming there's a way to min-max past the energy costs. I'll tinker around with it once I get past act 10 on my new shadow.
Last edited by Roulce#2640 on Aug 7, 2017, 3:02:56 PM
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I'm having a problem, I'm following the build but have fallen in love with fire trap, don't like the concept of delayed action with the Careful craft or whatever node and find myself hardly using the FNM skill due to it being clunky and me not being super tanky while running around dropping the mines (though the damage from them is amazing and I love the effect)
At this point I'm almost ready to forget FNM and use the build as a template for fire trapper. I don't see any trap builds and I'm wondering why (do they scale terribly?) I'm still low level, but I'm looking at the FNM set up and wondering how it all goes from clunky run/drop/detonate into something that plays smooth where I'm not standing there tanking everything before detonation...with fire trap I can play a more cautious HC viable game and thus far (act2) everything pretty much dies instantly from the trap or walking through the ground effect. I'm sure this is too wordy for anyone to read and respond but id like a little feedback on fire trap, and what exactly is going to make FNM less of a clunky 3 step process in a game where I can potentially die in one shot vs dropping a trap and not getting touched....why are there no fire trap builds, will your template more or less suit fire trap instead of FNM, what differences would going fire trap involve and when/what would make FNM less of a clunky risk in HC. just for try, for see and for know
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Managed to grab a sweet weapon!
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Loving this build atm. Just got my gear sorted, i'm lvl 72 and starting to run maps. Thanks Kiko
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So just recently finished story and now early maps with this build and really enjoy it :)
By the way if any1 missed this for some reason :
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" This thing is a huge QoL thingie Also i'm still wearing this ammy till i get better gears
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Obviously is will bring u less cash than Bisco's..but it's supper cool while lvling :) Currently have these gears on
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Trying to get some currency / cheap +2 FNM helm :) Thanks again for this piece of art Wicked_Clown
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Loving the build as i posted before. What do you think of my gear Kiko? It's just a startup gear for early maps. Last edited by Normanobot#0189 on Aug 7, 2017, 6:50:04 PM
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Hi guys. I've been using this build and I'm lvl 60. How do I get endurance charges? I want to use cast damage taken on and immortal call, but where am I getting the endurance charges from?
ign: prodster
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" Endurance charges just increase the duration of invincibility for immortal call, you don't need them for it to work. The short period of time with increased duration should be enough to keep you safer. |
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Thank you for your answer! That clarifies the build for me.
ign: prodster
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