[3.13] HC/SC/SSF All Content Miner - Any Mine Skill - LL/CI - 12k ES w/ Videos!

Hey beerleague, just got the character to end game and I just wanted to say this build is great and your guide is great!

I have a couple of questions on theoretical PoB damage though. I know the damage/dps there itself isn't super useful, but its more to compare relative upgrades and see whats better.

Just wanted to make sure I didn't add anything I shouldn't have in the PoB configurations.

I have:

We run 3 power charges. I bump up the number of mines detonated recently to 19. Enemy is blinded. Enemy is chilled, shocked, and burning. I set aspect of the spider to 3 stacks and wave of conviction exposure to lightning. I make sure all flasks are on and we're LL mode. Am I missing anything?

Lastly if I wanted to theoretically compute the actual dps, would I ball park it by computing (Number of mines) * (number of hits per second per ball lightning) * (PoB average hit of ball lightning dmg).

Ball lightning hits every ~150 ms for about 6.6 hits per second right?

If thats roughly correct, it would be something like (19)*(6.6)*(~118k) ~= 14.7 million, for your current character, which sounds great!

The one thing I'm not sure how to account for is the slower projectiles. Does that affect the number of hits ball lightning can perform per second or is it still bounded by the 150ms number?
Oh, and at what point is it worth switching from Demolition Specialist to Born in the Shadows? If my PoB is configured correctly, it still shows it as a dps increase for your character.

I assume you just reach a point where the damage is so high that the blind survivability is more useful?
"
Hey there guys, this is my current build, i feel squishy, and i lack dps in boss fights. what am i doing wrong?


Your jewelry is really bad. Need to fix that ASAP. Need a source of fire damage as well.

Should be deleting bosses though, check the vods, May be a playstyle issue.
"
zophir wrote:
Hey beerleague, just got the character to end game and I just wanted to say this build is great and your guide is great!

I have a couple of questions on theoretical PoB damage though. I know the damage/dps there itself isn't super useful, but its more to compare relative upgrades and see whats better.

Just wanted to make sure I didn't add anything I shouldn't have in the PoB configurations.

I have:

We run 3 power charges. I bump up the number of mines detonated recently to 19. Enemy is blinded. Enemy is chilled, shocked, and burning. I set aspect of the spider to 3 stacks and wave of conviction exposure to lightning. I make sure all flasks are on and we're LL mode. Am I missing anything?

Lastly if I wanted to theoretically compute the actual dps, would I ball park it by computing (Number of mines) * (number of hits per second per ball lightning) * (PoB average hit of ball lightning dmg).

Ball lightning hits every ~150 ms for about 6.6 hits per second right?

If thats roughly correct, it would be something like (19)*(6.6)*(~118k) ~= 14.7 million, for your current character, which sounds great!

The one thing I'm not sure how to account for is the slower projectiles. Does that affect the number of hits ball lightning can perform per second or is it still bounded by the 150ms number?


It’s mines per second x 13 (number of ticks) x pob display number = total then total x .58 (chance to throw an additional mine). Add those two totals together that’s the real dps when on the move. Stacking dps is the same just remove mines per second and replace it with 19.

I think you are missing consecrated ground in your calves, also you can’t use shocked as we don’t really shock bosses outside of skitterbots which don’t inflict a 50% shock. Need to calculate that manually (and add the crit chance from ascendancy manually)

Build generally gets 15-20m dps though with the defensive setups and a lot more if you drop ehp for dps.
"
zophir wrote:
Oh, and at what point is it worth switching from Demolition Specialist to Born in the Shadows? If my PoB is configured correctly, it still shows it as a dps increase for your character.

I assume you just reach a point where the damage is so high that the blind survivability is more useful?


Pob doesn’t calculate high impact mine correctly. It’s 2% more damage per mine, doubled when using demo.
Hi, I just picked up aspect of the spider, but I just have to mana to cast 17 mines and not 19.
I run enlighten 3 with blasphemy-enfeeble-skitterbots.
I use the same passive skills as beerleague.
Am I missing something?

Thanks in advance for any replies.
p.s. love the build. Finally have machina mitts :D
"
jlo072 wrote:
Hi, I just picked up aspect of the spider, but I just have to mana to cast 17 mines and not 19.
I run enlighten 3 with blasphemy-enfeeble-skitterbots.
I use the same passive skills as beerleague.
Am I missing something?

Thanks in advance for any replies.
p.s. love the build. Finally have machina mitts :D


Just realised I do not have watcher's eye. Maybe that would do the trick, but is there any cheapier work-around for now?
"
jlo072 wrote:
"
jlo072 wrote:
Hi, I just picked up aspect of the spider, but I just have to mana to cast 17 mines and not 19.
I run enlighten 3 with blasphemy-enfeeble-skitterbots.
I use the same passive skills as beerleague.
Am I missing something?

Thanks in advance for any replies.
p.s. love the build. Finally have machina mitts :D


Just realised I do not have watcher's eye. Maybe that would do the trick, but is there any cheapier work-around for now?


nvm.. I had increased duration socketed and this multiplied my chaos golem and aspect of the spider..
Since people asked and I finally have some time, below is the crafting process for some of the gear I made. If anyone wants to follow the process, I'd recommend having at least 5ex (15ex for the wand) to play around with per item, excluding the price of whatever base you choose to use.

Edit: Done.

Wand:
Spoiler


Step 1: Obtain a i80 opal wand base and get it to 28-30% quality. It can be a higher item level, but you would just be adding more mods to the already bloated pool. If you are looking to fracture a certain mod like I did, it HAS to be non-influenced. If not, I would start with a non-influenced base regardless because of a reduced mod pool.

Step 2: If you are looking to fracture a mod, I would personally recommend fracturing either T1 critical strike chance to spells or T1 critical strike multiplier. This saves you some currency seeing as you would have to spend less on critical mod augments. If you are not fracturing, go to step 3.

Step 3: Alteration spam for +1 to all spell gems. If you hit a suffix, use an orb of augmentation to get a prefix. Once you hit the mod, regal your wand.

Step 4: Block all suffixes, it does not matter how you do it, but one of the mods HAS to be "Cannot Roll Attack Modifiers".

Step 5: Remove any additional prefixes aside from "+1 to all spell skill gems".

Step 6: Augment lightning, if you hit "+1 to lightning spell skill gems", congratulations, move to step 7. Otherwise, use any combination of remove/augment lightning and add/remove lightning seed crafts until you hit "+1 to lightning spell skill gems".

Step 7: The remaining prefix entirely depends on whether or not your wand has a fractured mod. If it is NOT fractured, block this prefix with something easily removable and random-augment chaos comes to mind-and move to step 8. If your wand IS fractured, augment chaos; if it hits T1 "Gain #% lightning damage as extra chaos damage", move to step 9. Otherwise, use any combination of augment/remove chaos and add/remove chaos seed crafts until you hit it.

Step 8: Remove all suffixes from your wand EXCEPT for "cannot roll attack modifiers". You can use a combination of seed crafts, or changing the craft to "prefixes cannot be changed", scouring, and recrafting "cannot roll attack modifiers". Now, this is where it gets expensive, especially if you're buying the seed crafts. Augment/remove, add/remove crit until you hit T1 "global critical strike multiplier". It has to be that mod if you want to guarantee two crit suffix mods without leaving it up for a coin-flip. Once you hit it, craft "prefixes cannot be changed" onto your wand, and use any combination of augment/remove or add/remove caster modifiers until you hit T1 "critical strike chance to spells". Proceed to step 10.

Step 9: For those of you with fractured wands, remove the random suffix such that you only have your fractured suffix remaining and "cannot roll attack mods". You are guaranteed to hit either "global critical strike multiplier" or "critical strike chance to spells" depending on what mod you chose to fracture. Hopefully you're lucky and you get T1 within 6 tries; otherwise, I hope it does not take you 20 tries like it did for me. Proceed to step 11.

Step 10: Slam your wand with a crusader's exalted orb and hope that it lands on T1 "wrath has #% increased aura effect". If it doesn't, it gets use add/remove influence seed crafts until you get it. T1 "zealotry has #% increased aura effect" is not as good, but it is still serviceable. Once you get it, remove the throwaway prefix and craft the hybrid mod “#% spell damage/gain 4% of non-chaos damage as extra chaos damage”. Go to step 12.

Step 11: Remove the "cannot roll attack modifiers" craft by crafting "spells have a #% chance to deal double damage". You can go for something like "trigger a socketed spell when you use a skill" but I personally think it is useless.

Step 12: The last thing needed for both versions of the wand would be to craft the enchant "quality does not increase physical damage/grants 1% increased elemental damage per 2% quality".

NOTE: If you are rich, and by rich, I mean 2-3+ mirrors rich, you can try your hand at a wand T1 %spell damage alongside all the previously mentioned mods. Regardless, the BiS wand should have the following mods (all T1): hybrid % lightning and flat lightning (Topotante's), +1 to all spell skill gems, +1 to all lightning spell skill gems, global critical strike multiplier, critical strike chance for spells, increased wrath aura effect.


Helmet:
Spoiler


Step 1: Get an i85 hubris base with any of the lab enchantments that BeerLeague recommended. If you're running slower projectiles and minefields in your support gems, I'd recommend the "40% increased ball lightning damage" enchant. If you like running lab, then just get any i85 hubris base and run lab until you hit your desired enchant.

Step 2: Get 28-30% quality in the helmet. This could be done by Rank 3 Hillock in Fortification or by spamming perfect fossils.

Step 3: This step is up to you. You can dense fossil spam, alteration spam, chaos spam, defense reforge spam, exalt slam, do whatever it is you fancy to hit 330+ ES on your helmet base. I personally just randomly throw whatever I have on hand to hit things like this. Is it efficient? Probably not.

Step 4: By now, you should have 3 prefixes. If not, fill it with another ES mod. Remove all suffixes, if any. Slam your hubris with a crusader's exalted orb. Ideally, it hits "Nearby Enemies have -9% to Lightning Resistance". If not, remove whatever suffix was added, and bench craft the cheapest tier lightning resistance you have. Augment lightning on the helm to guarantee "Nearby Enemies have -9% to Lightning Resistance". Remove the crafted mod.

Step 5: This part is also up to you. If you need resistances, augment/add/remove cold/fire/chaos until you get what you're happy with. If you need LIGHTNING resistance, get another resistance to whatever equivalent tier you want your lightning resistance as and use the seed craft "Change a modifier that grants Cold/Fire Resistance into a similar-tier modifier that grants Lightning Resistance". This is so that you do not remove "Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance". Alternatively, you could get lightning resistance first and then augment lightning to hit "Nearby Enemies have -9% to Lightning Resistance".

NOTE: If you want to hit intelligence on your helmet, you can use the craft, "Reroll a Rare item, keeping all Prefixes" until you get it or get lucky when rolling your prefixes. If you want dexterity or strength, you HAVE to essence spam. Those two mods are impossible to get otherwise on an int-based helmet.


Boots:
Spoiler


Step 1: Buy a pair of i86 sorcerer boots for maximum ES or two-toned boots for resistances and get 28-30% quality on them. Alternatively, you can buy either base with T1 flat ES and movement speed already crafted onto it, which is what I did.

Step 2: Run uber lab until you get any of the following enchants: "increased crit chance if you haven't crit recently", "adds # to # lightning damage if you haven't killed recently", "damage penetrates 10% of elemental resistances if you haven't killed recently". The last one is the best enchant for us, but unless you get lucky, be prepared to run uber lab on an average of 87 times.

Step 3: If you didn't buy a base with finished prefixes, dense fossil spam, alteration spam, chaos spam, defense reforge spam, exalt slam, do whatever you need to get movement speed and at least 170+ ES on your boots. If you want to make something like mine with "+2 to level of socketed lightning skill gems, then aim for 100+ ES.

Step 4: For those who want to make boots with "+2 to level of socketed lightning skill gems", block all suffixes, and slam with a crusader's exalted orb. If you hit it, go to step 5. If not, add/remove lightning until you hit the mod.

Step 5: This will change depending on what you want. If you want resistances, fill your remaining suffixes with resistances. If any of the other conqueror mods appeal to you, slam whichever conqueror exalted orb and target the mod.

NOTE: For those of you thinking about tailwind on boots, elusive on kill, onslaught on kill, anything that requires YOU to do something, NO. THEY DO NOT WORK WITH MINES UNLESS YOU USE A WAND WITH "trigger a socketed spell when you use a skill".


Belt:
Spoiler


Step 1: Obtain a i84 normal crystal belt and slam with a crusader's exalted orb. Don't ask me why, but it is cheaper to slam the belt yourself than to buy a crusader influenced crystal belt. Scour the belt and use defense catalysts 20% quality it.

Step 2: Defense reforge spam until you hit T1 flat ES.

Step 3: If you've got flat ES as the lone defense modifier, you can either augment defense or use non-defense to defense to hopefully hit T1 "% maximum energy shield". If you get armour or increased energy shield recovery rate, augment defense or use non-defense once more. If you stil haven't landed T1 "% maximum energy shield", augment or use non-defense to defense. You are guaranteed to hit % maximum energy shield.

Step 4: If that "% maximum ES" is not T1, go back to step 2 and repeat. If you have both ES mods at T1 and armour as your prefixes, go step 5. If RNG has blessed you and the two T1 ES mods are the only prefixes that fall under the category of "defense modifiers", go to step 6.

Step 5: Time to gamble. Remove defense until you only have T1 flat ES and T1 % ES as you prefixes. If at any point you remove T1 flat ES, go back to step 2 and repeat. If you remove T1 % maximum ES, augment defense until you hit it again, or, if you hit T2-3 % maximum ES, go back to step 2.

Step 6: Block your suffixes with some random mods that are NOT lightning modifiers. If you have a third prefix, get rid of that too.

Step 7: Augment/remove, add/remove lightning until you hit T1 "#% lightning damage".

Step 8: Remove whatever random trash suffixes you had on your belt, and augment/remove, add/remove caster modifiers until you hit T1 "#% increased spell damage during any flask effect".

Step 9: Up to you really, you can augment resistances if you need resistances, craft aspect of the spider if you need a slot for it, or craft "prefixes cannot be changed" and then augment/remove or add/remove defenses until you hit T1 "% increased energy shield recovery rate".

NOTE: If you love running the new labs, you can try for the belt enchants. I personally thought they were all lackluster, but something useful could be "15% increased Area of Effect while you have Arcane Surge", "Enemies Blinded by you have 30% reduced Critical Strike Chance", or "30% reduced Effect of Curses on you while on Consecrated Ground".


Rings:
Spoiler


Step 1: Obtain a crusader influenced i84 opal ring. Again, don't ask me why, but situation is opposite to that of the belt. It is cheaper to buy an already influenced ring than to slam it yourself. The market is weird. Scour the ring and 20% quality it with the catalyst of your choice.

Step 2: This process is more or less the same as the belt. So: defense reforge spam until you hit T1 flat ES.

Step 3: If you've got flat ES as the lone defense modifier, you can either augment defense or use non-defense to defense to hopefully hit T1 "% maximum energy shield". If you get evasion, augment defense or use non-defense once more.

Step 4: If that "% maximum ES" is not T1, go back to step 2 and repeat. If you have both ES mods at T1 and evasion as your prefixes, go step 5. If RNG has blessed you and the two T1 ES mods are the only prefixes that fall under the category of "defense modifiers", go to step 6.

Step 5: Time to gamble. Remove defense until you only have T1 flat ES and T1 % ES as you prefixes. If at any point you remove T1 flat ES, go back to step 2 and repeat. If you remove T1 % maximum ES, augment defense until you hit it again, or, if you hit T2-3 % maximum ES, go back to step 2.

Step 6: Block suffixes with any non-caster modifiers that can be easily removed. If you have a third prefix that is not T1 "#% spell damage", remove it.

Step 7: Augment/remove, add/remove caster modifiers until you hit T1 "#% spell damage".

Step 8: Now it gets fun, remove the filler suffixes and bench craft the cheapest tier lightning resistance. Augment lightning, if it hits either T1 "#% lightning damage" or "curse enemies with level 8 conductivity on hit", proceed to step 9. If not, remove the bench craft, use the remove lightning modifiers seed craft, and restart this step.

Step 9: If you have "curse enemies with level 8 conductivity on hit" and % lightning resistance crafted, you can augment lightning on the ring and hope to hit T1 % lightning damage. Otherwise, you can either craft aspect of the spider or your choice of resistance.

Step 10: Augment/remove, add/remove chaos resistance until you hit T1. This can also be substituted with other resistances or to fill any attribute requirements.

NOTE: Much like the helmet, if you want a non-bench crafted attribute, you can either get lucky, alt spam and then defense augment spam for double T1 ES with your attribute modifier on it, or essence spam for something good.


Jewels:
Spoiler


I'm going to use the triple crit multi jewels as the examples here, you can substitute any one of the suffixes to fill attributes and resistances as needed.

Step 1: Buy a cobalt jewel base with "#% to critical strike multiplier with elemental skills" and some random critical strike chance PREFIX mod. Seriously, just buy them, they're like 5c each.

Step 2: Use non-crit to crit seed crafts until you hit "#% to critical strike multiplier to spells". If you hit "#% to global critical strike multiplier", that's good too, but slightly worse. If, at any point, you hit "#% to critical strike chance with elemental skills", go back to step 1.

Step 3: If your jewel has a lightning modifier as a prefix, add/remove lightning until you have "#% to critical strike multiplier with lightning skills". If your jewel has two prefixes, keep one mod that is non-lightning related and augment/remove, add/remove lightning until you hit "#% to critical strike multiplier with lightning skills". If your jewel has no prefixes, augment lightning, and add/remove lightning until you hit "#% to critical strike multiplier with lightning skills".

Step 4: Remove the throwaway prefix, if any. Augment/remove, add/remove defense until you have "#% maximum energy shield".

NOTE: For those of you who need to fill resistances or attribute requirements for jewels, buy a base with both suffixes completed. They are ridiculously cheap and common. In terms of implicits, they're very underwhelming, I think the most useful ones the "1% movement speed" or "1% increased flask duration" mods.


If you guys are looking for an estimate on how much I spent in total for crafting my gear, including the price for the bases, I'd say it's around the 50ex ballpark. This league has made it significantly cheaper to obtain GG gear, and because I actually farmed every single craft myself, the only things I spent currency on were bases, crusader exalted orbs, and seeds.
Last edited by Fyrenti on Jul 20, 2020, 11:32:44 AM
"
Fyrenti wrote:
Since people asked and I finally have some time, below is the crafting process for some of the gear I made. If anyone wants to follow the process, I'd recommend having at least 5ex (15ex for the wand) to play around with per item, excluding the price of whatever base you choose to use.

I will keep editing this post until I've got all the explanations done.

Wand:
Spoiler


Step 1: Obtain a i80 opal wand base and get it to 28-30% quality. It can be a higher item level, but you would just be adding more mods to the already bloated pool. If you are looking to fracture a certain mod like I did, it HAS to be non-influenced. If not, I would start with a non-influenced base regardless because of a reduced mod pool.

Step 2: If you are looking to fracture a mod, I would personally recommend fracturing either T1 critical strike chance to spells or T1 critical strike multiplier. This saves you some currency seeing as you would have to spend less on critical mod augments. If you are not fracturing, go to step 3.

Step 3: Alteration spam for +1 to all spell gems. If you hit a suffix, use an orb of augmentation to get a prefix. Once you hit the mod, regal your wand.

Step 4: Block all suffixes, it does not matter how you do it, but one of the mods HAS to be "Cannot Roll Attack Modifiers".

Step 5: Remove any additional prefixes aside from "+1 to all spell skill gems".

Step 6: Augment lightning, if you hit "+1 to lightning spell skill gems", congratulations, move to step 7. Otherwise, use any combination of remove/augment lightning and add/remove lightning seed crafts until you hit "+1 to lightning spell skill gems".

Step 7: The remaining prefix entirely depends on whether or not your wand has a fractured mod. If it is NOT fractured, block this prefix with something easily removable and random-augment chaos comes to mind-and move to step 8. If your wand IS fractured, augment chaos; if it hits T1 "Gain #% lightning damage as extra chaos damage", move to step 9. Otherwise, use any combination of augment/remove chaos and add/remove chaos seed crafts until you hit it.

Step 8: Remove all suffixes from your wand EXCEPT for "cannot roll attack modifiers". You can use a combination of seed crafts, or changing the craft to "prefixes cannot be changed", scouring, and recrafting "cannot roll attack modifiers". Now, this is where it gets expensive, especially if you're buying the seed crafts. Augment/remove, add/remove crit until you hit T1 "global critical strike multiplier". It has to be that mod if you want to guarantee two crit suffix mods without leaving it up for a coin-flip. Once you hit it, craft "prefixes cannot be changed" onto your wand, and use any combination of augment/remove or add/remove caster modifiers until you hit T1 "critical strike chance to spells". Proceed to step 10.

Step 9: For those of you with fractured wands, remove the random suffix such that you only have your fractured suffix remaining and "cannot roll attack mods". You are guaranteed to hit either "global critical strike multiplier" or "critical strike chance to spells" depending on what mod you chose to fracture. Hopefully you're lucky and you get T1 within 6 tries; otherwise, I hope it does not take you 20 tries like it did for me. Proceed to step 11.

Step 10: Slam your wand with a crusader's exalted orb and hope that it lands on T1 "wrath has #% increased aura effect". If it doesn't, it gets use add/remove influence seed crafts until you get it. T1 "zealotry has #% increased aura effect" is not as good, but it is still serviceable. Once you get it, remove the throwaway prefix and craft the hybrid mod “#% spell damage/gain 4% of non-chaos damage as extra chaos damage”. Go to step 12.

Step 11: Remove the "cannot roll attack modifiers" craft by crafting "spells have a #% chance to deal double damage". You can go for something like "trigger a socketed spell when you use a skill" but I personally think it is useless.

Step 12: The last thing needed for both versions of the wand would be to craft the enchant "quality does not increase physical damage/grants 1% increased elemental damage per 2% quality".

NOTE: If you are rich, and by rich, I mean 2-3+ mirrors rich, you can try your hand at a wand with the hybrid spell damage/non-chaos to chaos temple mod. I'm currently working on one, but I honestly don't expect to hit +1 to all spell skills before I quit the league. Assuming my math is correct, it would be 667 add/remove caster crafts on average to hit it. Regardless, the BiS wand should have the following mods (all T1): incursion temple hybrid spell damage/non-chaos to chaos, +1 to all spell skill gems, +1 to all lightning spell skill gems, global critical strike multiplier, critical strike chance for spells, increased wrath aura effect.


Helmet:
Spoiler


Step 1: Get an i85 hubris base with any of the lab enchantments that BeerLeague recommended. If you're running slower projectiles and minefields in your support gems, I'd recommend the "40% increased ball lightning damage" enchant. If you like running lab, then just get any i85 hubris base and run lab until you hit your desired enchant.

Step 2: Get 28-30% quality in the helmet. This could be done by Rank 3 Hillock in Fortification or by spamming perfect fossils.

Step 3: This step is up to you. You can dense fossil spam, alteration spam, chaos spam, defense reforge spam, exalt slam, do whatever it is you fancy to hit 330+ ES on your helmet base. I personally just randomly throw whatever I have on hand to hit things like this. Is it efficient? Probably not.

Step 4: By now, you should have 3 prefixes. If not, fill it with another ES mod. Remove all suffixes, if any. Slam your hubris with a crusader's exalted orb. Ideally, it hits "Nearby Enemies have -9% to Lightning Resistance". If not, remove whatever suffix was added, and bench craft the cheapest tier lightning resistance you have. Augment lightning on the helm to guarantee "Nearby Enemies have -9% to Lightning Resistance". Remove the crafted mod.

Step 5: This part is also up to you. If you need resistances, augment/add/remove cold/fire/chaos until you get what you're happy with. If you need LIGHTNING resistance, get another resistance to whatever equivalent tier you want your lightning resistance as and use the seed craft "Change a modifier that grants Cold/Fire Resistance into a similar-tier modifier that grants Lightning Resistance". This is so that you do not remove "Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance". Alternatively, you could get lightning resistance first and then augment lightning to hit "Nearby Enemies have -9% to Lightning Resistance".

NOTE: If you want to hit intelligence on your helmet, you can use the craft, "Reroll a Rare item, keeping all Prefixes" until you get it or get lucky when rolling your prefixes. If you want dexterity or strength, you HAVE to essence spam. Those two mods are impossible to get otherwise on an int-based helmet.


Nice write up. Just FYI though, t1 light to spells should be better than a temple mod for most folks, t1 spell damage is also better(way more rare though).

Assuming you can either fracture the +1 light gems or t1 added light to spells you should be good to go. I’ve been working o a few, but lost the 33% gamble 6-7 times now.

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