[3.6] Volatile Dead Mines - A Scold's Bridle Corpse Spawning (CI) Saboteur - All Content Viable

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Xanvast wrote:
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Knuckledust13 wrote:
@Xanvast

Thanks for the writeup man. Isn't the single target DPS on Arc way lower than VD though? Whats your experience with it?


No I'd say it's about on par with VD as per the calculations, it takes around 2-3s to kill a shaper guardian for both builds from what I saw.


You have a PoB for that?
I shared the gear and the damage calc for both but here's the full PoBs
if you need it.

VD https://pastebin.com/MSwzvGUj
Arc https://pastebin.com/Ja3T25hc
Not playing anymore - Support and replies on my build thread are discontinued
build rly funny, but in the start rly hard to play by ES+no immortal call, think ill remove now flammability and and will make cwdt+golem+molten shell, or maby phase run, what do u think gyes ?)
maby shell will block dmg from helmet ?
checked, molten shell block it =(
Last edited by CrazyEmkido#4082 on Dec 16, 2018, 8:36:03 PM
Hey everyone, I really like the idea behind this build and am currently trying to go for it. Just struggling to 6 link my armor...

Do you think it is doable to use a fevered mind to start to play until we get a 6 link or is it just a stupid idea ?
Last edited by Ghortex#3758 on Dec 18, 2018, 11:47:42 AM
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Ghortex wrote:
Hey everyone, I really like the idea behind this build and am currently trying to go for it. Just struggling to 6 link my armor...

Do you think it is doable to use a fevered mind to start to play until we get a 6 link or is it just a stupid idea ?


The problem with fevered mind ist that the mana costs get really high. This is because it increases the base cost, and after that the mana multipliers from the support gem get applied. With a lvl 20 Volatile Dead in a 5-Link it would cost about 240 mana per use. This is not only near impossible to sustain mana wise, but the about 1000 self damage will kill you probaly too.

A better, but still suboptimal option would be the Voidbringer gloves with very low increased mana cost roll. In the same setup as above the mana cost would be about 155. This will be easier to sustain, but is still far worse than a 6-link.

Remember that the mana cost depend on your gem level too so Voidbringer might work for you at first, but start killing you later. The minimum and at the same time optimal mana cost per cast is 126.

Thanks for trying the build. I hope this helped you ;)
Yes it helped, thanks for the answer. This is much more fine tuned that I first thought :)
Hello) Now I have 6100-6200 es and mana regen per second not more the 280, with anger+discipline+clarity looks like need more regen, check please my Pob, maby I must change smthg or just make chant to boots "2% regen if I hit" for stabilizes my non stop cast?
https://pastebin.com/MK5HyZZi
Last edited by CrazyEmkido#4082 on Dec 19, 2018, 12:36:11 AM
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CrazyEmkido wrote:
Hello) Now I have 6100-6200 es and mana regen per second not more the 280, with anger+discipline+clarity looks like need more regen, check please my Pob, maby I must change smthg or just make chant to boots "2% regen if I hit" for stabilizes my non stop cast?
https://pastebin.com/MK5HyZZi


Hi :)

The 2% life and mana regen boot enchant is by far the best option for this build.
But until you have it, or if you really want another boot enchant you could use the Atziri's Foible Amulet.

Also this might be Path of Buildings fault, but it has "2 Passive Points" instead of any Bandits selected. If thats the case you should probably take Alira for the extra mana regen, damage and resistances. (Here is how you do it: https://pathofexile.gamepedia.com/Book_of_Reform_(Alira) ).
If you have taken Alira ignore the last part :D.

Last edited by DerFun#3633 on Dec 19, 2018, 7:04:17 AM
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DerFun wrote:
Hi :)

Thank you =) i fixed my problem xD and + bought the boots with chant. But i have 1 question, why res 75/75/76, if lightning more then fire it's add penetration from wise oak to lightning but not to fire?
or it's add to fire if my over fire res more with activated cold and light ?
Last edited by CrazyEmkido#4082 on Dec 19, 2018, 8:06:12 PM
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CrazyEmkido wrote:

Thank you =) i fixed my problem xD and + bought the boots with chant. But i have 1 question, why res 75/75/76, if lightning more then fire it's add penetration from wise oak to lightning but not to fire?
or it's add to fire if my over fire res more with activated cold and light ?


The effect of The Wise Oak uses your total resistances independent of the 75% (or anything above) cap.
In my case both effects of the flask are active for all elements, since i have an equal amount of total resistances for all.
(75% + 7% over the cap for fire and cold, and 76% + 6% over the cap for lightning).

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