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

Don't have time to get into it now, but I have always felt that there is something missing from the calculations as standing still and laying down mines doesn't increase DPS as much as it should.

Most obvious thing to do is to get cast speed jewels and +1 max mine cap nodes. Or use stat stick+shield rather than tremor rod.

But this is very interesting, thank you. Will have to experiment later.
Last edited by Scully#4203 on Jan 4, 2018, 6:38:45 AM
Are you sure you see at least 20% uptime on elemental overload with Controlled Destruction? Seems like my 5% with 2 x 30% crit chance if i havent crit recently is not able to keep my elemental overload at all, talking like literally 5-10% uptime. Wouldn't it be better to switch it to Incr. Crit?
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Scully wrote:
Most obvious thing to do is to get cast speed jewels and +1 max mine cap nodes.


Thanks for pointing this idea out - I hadn't considered that the cast-speed setup from my footnote could still be optimal in 3.1. However, I did the math and found that it's DPS-neutral relative to using a Shaper helm with a 9-mine limit due to Demolitions Specialist and lower average hit damage; see my edit to my previous post.
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szulerecki wrote:
Are you sure you see at least 20% uptime on elemental overload with Controlled Destruction? Seems like my 5% with 2 x 30% crit chance if i havent crit recently is not able to keep my elemental overload at all, talking like literally 5-10% uptime. Wouldn't it be better to switch it to Incr. Crit?

Controlled destruction? You can't trigger elemental overload with mines, you have to do it with self cast. That's why we use orb of storms. You should not have controlled destruction linked with that.
Last edited by Scully#4203 on Jan 3, 2018, 3:00:11 PM
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Scully wrote:
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szulerecki wrote:
Are you sure you see at least 20% uptime on elemental overload with Controlled Destruction? Seems like my 5% with 2 x 30% crit chance if i havent crit recently is not able to keep my elemental overload at all, talking like literally 5-10% uptime. Wouldn't it be better to switch it to Incr. Crit?

Controlled destruction? You can't trigger elemental overload with mines, you have to do it with self cast. That's why we use orb of storms. You should not have controlled destruction linked with that.


Oh i see, strange, because often more than whatnot i actually do trigger EO but probably with flame dash, thanks for explaining
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Felraiser wrote:
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.
.[/spoiler]


You are correct. But only in the "theory-crafting" sense, if we were standing still against tough bosses and just blindly unloading.

But that's not the case.

Against the Bosses that Count (Shaper/Guardians) we need to move...alot!
And this is where Tremor Rod really Shines, these are the situations where it really almost doubles our dps.

On the other Bosses..it doesn't really matter if the boss dies in 3,4sec or 3,1 sec. :)

Last edited by Schejian#7203 on Jan 3, 2018, 3:52:03 PM
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Schejian wrote:
You are correct. But only in the "theory-crafting" sense, if we were standing still against tough bosses and just blindly unloading.

But that's not the case.

Against the Bosses that Count (Shaper/Guardians) we need to move...alot!
And this is where Tremor Rod really Shines, these are the situations where it really almost doubles our dps.


Yeah, it definitely raises the DPS "floor" and average. But I think the impact of that is muted in boss killing, where you'll generally be alternating between dodging and spamming mines in place, so you'll mostly get secondary detonations when exiting damage phases. In an Abyss or Breach, on the other hand, you'll often be dealing damage intermittently while on the move, refreshing Orb of Storms/Detonate Mines totem, et cetera, so secondary detonations should be pretty frequent; that's probably where Tremor Rod shines brightest.
Last edited by Felraiser#4173 on Jan 3, 2018, 4:10:49 PM
Nice build, gonna try it out some time
I was wondering if carcass jack is a viable chest piece to replace QotF after the nerf. I tried using QotF but its hard to get pure evasion armor pieces (gloves , boots, etc) with the gem socket colors stated in the guide, and using hybrid gear leaves me with rather low ms.
Looks like that's true about mine laying speed and no DPS increse. I've bought smoke mine, removed minefield and helm - single mine per cast, 7 mines limit and ~same cast, laying and detonation speeds. When I cast smoke mine with totem out I got up to 6-7 mines on the ground (double mines from Demolitions specialist). That looks just right, because mine production speed just barely hits mines limit. So with minefield and additional mine from helmet there is a lot of destroyed mines - 4-5 mineas each cast, 9 mines limit.

Replacing minefield with anything is the first step to me. Then helm with mine damage instead of additional mine or rising mines limit. May be removing minefield would be enough, because mine that was detonated second time and started to cast it's spell is still displayed as alive mine till cast ends, yet it can be removed without distrupting that cast.

This game needs some training dummies with DPS counters.


Updated:
Did some testing. Replaced GC with fireball to see each spell. Tested with/without minefield and with/without 19lvl faster casting - each mine detonates only once. It is easy to see - you lay 2/4 mines and 2/4 fireballs flies away. And it is synced on my char, so if I lay mines 4 time per second - 4 times per second flies as many fireballs as many mines I lay. That is making me sad. I kill T14 bosses in 5 seconds and will own Shaper some day, but may be shaped items with 6L helmet are better than tremor?
Last edited by LordOmni#2266 on Jan 4, 2018, 1:00:01 AM

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