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

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Serokz wrote:
@Fyrenti (or others ^^)
How do you lock a specific fracture mod, like spell damage for the wand ?
I skipped Synthesis league, so know pretty much nothing about fracture items.

Thanks in advance !


This is done through seed crafts. I believe it's the Tier 4 Wild Thornfruit seed that gives the option.

According to GGG's official post:
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Wild Thornfruit
Reveal a random crafting effect that locks a random modifier on an item when Harvested

Fracture a random modifier on an item with at least 5 modifiers, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items
Fracture a Suffix on an item with least 3 Suffixes. This can't be used on Influenced, Synthesised, or Fractured items
Fracture a Prefix on an item with at least 3 Prefixes. This can't be used on Influenced, Synthesised, or Fractured items.


You would use either the prefix or suffix fracture to gamble depending on what mod you wand. It’s a 1 in 3 chance to hit the desired mod. If it doesn't hit, you have to start over.

As a side note, anyone know of a way to quote multiple people in one post?
Last edited by Fyrenti#6558 on Jul 20, 2020, 12:31:15 PM
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Fyrenti wrote:
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BeerLeague wrote:

More or less you need to add additional resists for mobs, but if it’s 60k difference is probably won’t affect much. I would still wager that the other temple mod is better though - although like I said, I haven’t seen too many for sale and have been trying to snap them up.


Oh man, I completely forgot about the hybrid % and flat damage temple mod. You are completely correct in that case. Looking at my PoB, it's about 12k avg hit. I'd go from 1.163m to 1.175m per mine. I'll change the write-up to reflect this then.

Edit: Found and bought a base for 50c. I guess the best way to do this is to imprint, then non-lightning to lightning and hope by some miracle it hits +1? Then block suffixes and play the game of getting +1 to spells, preferably before the average 667 times through caster add/removes.


Yeah, getting the caster +1 is going to be impossible. I have one ive dumped probably 100 on or so.
@Fyrenti

Thx for all those detailed crafting info. I have one question tho. In some steps you say something like "remove all suffixes" or "remove all prefixes except xx".

Is this done via harvest options (Im not familiar yet with all harvest crafts) or with annul orbs and praying for RNG.

Im asking because I was sure harvest have only remove x/add x or augment x and theres no way to just remove single mod.
my actual wand is this




have made another one with +1 spell +1 lighting spell and t1 lighting and hit +1 lighting spell again -.-



a good alternative for alt spam is caster seeds
i hit t1 crit and +1 spell gems - that was really lucky i think :-)

now i have 2 open suffix - beer what is your suggestion to go on ?

and what is the better enchant? elemental or area ?

Many thanks


Last edited by Macki76#7417 on Jul 20, 2020, 3:41:53 PM
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Macki76 wrote:
my actual wand is this




have made another one with +1 spell +1 lighting spell and t1 lighting and hit +1 lighting spell again -.-



a good alternative for alt spam is caster seeds
i hit t1 crit and +1 spell gems - that was really lucky i think :-)

now i have 2 open suffix - beer what is your suggestion to go on ?

and what is the better enchant? elemental or area ?

Many thanks




Super lucky indeed!

Probably craft crit, slam crit seed for multi and then craft either DD or multi when unique is near.
Does an effect like "Damage penetrates 2 percent elemental resistance if you haven't killed recently" on a jewel actually work with mines?

The mine isn't me, so I haven't killed recently, but the text doesn't really specify whether or not its "Your damage penetrates" or "Damage dealt by you" or whatever.

This could be useful.

Also, finally got a 6th link available -- I went with lightning penetration instead of inspiration or controlled destruction. Good choice, or not so good?
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TheRealDeria wrote:
Also, finally got a 6th link available -- I went with lightning penetration instead of inspiration or controlled destruction. Good choice, or not so good?


One nice thing about lightning pen that doesn't get mentioned much is that you can take the Awakened version (not super expensive) and get to work on leveling it up, which means an equivalent to a level 25 gem, plus the extra 10% increased lightning damage over the regular gem.
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Asag wrote:
@Fyrenti

Thx for all those detailed crafting info. I have one question tho. In some steps you say something like "remove all suffixes" or "remove all prefixes except xx".

Is this done via harvest options (Im not familiar yet with all harvest crafts) or with annul orbs and praying for RNG.

Im asking because I was sure harvest have only remove x/add x or augment x and theres no way to just remove single mod.

You can remove single mod, some thing like:"Remove a random Lightning modifier from an item"
Hi beerleague, what depth do you think this build can achieve and what items setup should be for delve?
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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.

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.


HUGE thanks for the guide! Helps a lot!

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