[3.2] Tremor Queen GC miner [HC/SC][Everything viable][Budget]

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Scully wrote:
This is the search I use for abyss jewels:
http://poe.trade/search/ohahasitoritaz

Most of them are super cheap.

You don't want to lose too much %life on regular jewels, so I use 3 abyss jewels and 3 regular ones.


That search looks a bit wierd. Most of selected Mods can't even roll on jewels. (Physical % as extra Dmg etc.)
Only Penetration/Life/Manareg can.
http://poe.trade/search/nzuonomausitit

That's more the type of search that I have been using for abyss jewels
"
Schejian wrote:
"
Scully wrote:
This is the search I use for abyss jewels:
http://poe.trade/search/ohahasitoritaz

Most of them are super cheap.

You don't want to lose too much %life on regular jewels, so I use 3 abyss jewels and 3 regular ones.


That search looks a bit wierd. Most of selected Mods can't even roll on jewels. (Physical % as extra Dmg etc.)
Only Penetration/Life/Manareg can.


xD

http://poe.trade/search/oohinonatamgag

Should be right
"
Scully wrote:


Tried some jewels from this search results in POB and I just can't see any profit. Less damage, same life. Cost and mana regen is the only reasons to use them?


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Schejian wrote:

With Script, "Rightclick": Place mines, wait 350ms, explode Mines.

Yeah that's clearly more than one Action, mate :)

Then completely blank script will do two actions: place mines, wait forever o) Game was placing mines, not the script, and waiting is not an "action". But support removed any info about scripts, looks like there is some forum cleaning going on, so I will quit using them for some time. Tried detonate mines non-gem skill on skill bar with NUMLOCK trick and it works even better than the script, except now I have to release left mouse button for mines to auto-detonate, but this is fine.

May be OP should have this info too, not just for "attack in place"? It is a way better to play with auto-detonating mines and without placing detonate totem on every pack. And it took me a few tries to figure out how to use it properly.
Mana regen basically means damage for us, so I'd say it's worth it. And yeah, they're way cheaper than regular jewels.
This helm any good?

https://imgur.com/Io2WMKI
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Adam320 wrote:
This helm any good?

https://imgur.com/Io2WMKI


Its a pretty darn good helmet. I have a similar one as far as the Inc AOE and Remote mine mods, and its incredibly good at map clearing.

The only upgrade damage-wise would be a 6L Tremor IMO
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Adam320 wrote:
This helm any good?

https://imgur.com/Io2WMKI


This is 5L helm in terms of damage. Tremor is 7L. To beat tremor you need to have other gear with two 40-50% MORE damage mods, 100% MORE damage mod because double mine detonations, 48% MORE damage because of mine laying speed from tremor, and 33% MORE damage because you should have "place additional mine" mod instead of "increased mine damage". That helm can have hypothermia instead of inc. AOE and "place additional mine" instead of "increased mine damage" - that would turn it into 6L and total damage from other sources must be 1.4*2*1.48 = 4.1 to get same DPS as tremor.

And to chill and get bonus from hypothermia you need to hit for at least 0.33% of boss HP with single GC. For white non buffed minotaur guardian thats 40k without hypothermia - can't be done without some nasty and expensive damage mods.
Last edited by LordOmni#2266 on Jan 2, 2018, 5:18:51 PM
Not necessarily. If he is using a Tremor but has GC and associated gems slotted in his helm, he is still getting the double detonations, mine laying speed, etc.

The other stuff you said is true,but it depends on what his goal and/or use is. Pure damage doesnt necessarily translate into better mapping. I'm still toying with it, but I will run Inc AOE for general mapping. I lose a crap ton of damage, but the map coverage that Inc AOE is incredible. I literally run non-stop thru maps( except to lay mines) full speed and clear off screen. If I swap to Conc Effect, the coverage is still pretty good, but I still have to stop much more often to finish clearing.

It also depends on how expensive the helmet was. Like you said, its going to be very hard to beat a 6L Tremor, so its probably not worth it to spend a crap ton of currency on a short term item
Last edited by fievelgoespostal#7500 on Jan 2, 2018, 11:45:45 PM
I set up this build recently, and it's been great so far, but I think the peak DPS calculations in this thread are off... by a lot. Specifically, when laying mines as fast as possible, every mine will be replaced before its secondary detonation can occur.

The error in the calculations is the assumption that re-arming starts when the initial skill use begins - various references suggest and manual testing confirms that it actually only starts when the initial skill use ends. This means the skill use duration matters; I'm not sure whether this duration is different than the cast time, but I think that's at least a reasonable lower bound.

In light of the above, consider continuous mine laying in the most favorable possible scenario for secondary detonations - a mine limit of 11 (via the Saboteur and Additional Mines passives, which this build normally doesn't take), no Shaper helm, and Arcane Surge active. After a given set of three mines is placed, each mine must arm (0.25s), cast (0.67s), and re-arm (0.25s) before its secondary detonation begins. In that span, additional mines will be placed (0.25s) four times, replacing one of the original mines on the third iteration and the other two on the fourth. Under the actual 3.1 version of the build (mine limit of 9, Shaper helm), three of the original four mines are replaced on the second laying and the last is replaced on the third; the secondary detonations aren't even close to happening.

This obviously changes the value proposition of Tremor Rod. It still improves peak DPS - PoB suggests it's a 8% more modifier compared to a magic 6L staff with equivalent spell damage that drops Trap and Mine Damage, or a 26% more modifier compared to dropping Elemental Focus - and the mine laying speed, increased AoE from mines surviving past initial detonation, and (non-peak-DPS) secondary detonations are very convenient, but it's not a 100%+ more modifier or anywhere near it.

Footnote: cast speed as a theoretical major pre-3.1 peak DPS booster?
If the above logic is correct, 11-mine-limit, non-Shaper-helm characters would get 67% more peak DPS with a GC cast time of less than or equal to four times the mine laying time minus twice the arming time, assuming that a secondary cast can continue even after its mine is replaced. Getting that much cast speed is expensive but possible: https://pastebin.com/iSDVg1B0

(Edited to use cast speed jewels instead of additional skill points in PoB code above)

Edit: Scully's reply made me realize that dropping a Shaper helm to get a 67% more multiplier would be worth considering even in 3.1. Unfortunately, I don't think the actual benefit is quite that large, and the required passive tree changes make this idea net neutral for DPS.

Without the Shaper helm, you still have a 20% chance to place an additional mine via Demolitions Specialist, which increases the chance of replacing mines. With the cast speed jewels and additional mine passives, you'll get 3.2 primary detonations and 1.41 secondary detonations per mine laying (80% ^ 3 = 51.2% chance of zero additional mines and two secondary detonations, 80% ^ 2 * 20% * 3 = 38.4% chance of one additional mine and one secondary detonation); taking the lower average hit of the PoB code above into account, this actually winds up at 0.3% less DPS than you'll get by just using a Shaper helm.
Last edited by Felraiser#4173 on Jan 3, 2018, 2:09:11 PM

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