[3.13] Doomfletch Split Arrow Mines - Starter Viable - End Game Capable - High Damage, Low Budget

When doing Ancient Doom prophecy, dont have more than one doomfletch, i had equiped with perfect physical and had another shitty in inventory and ofcourse prophecy upgraded my shitty from inventory, not the one equiped
Maybe it's a silly question, but ¿Why do we use Clarity? ¿What does it give us?
Barrage support on mines is suuuper clunky. I wonder if there is an alternative. I think I do more DPS on bosses with the normal set up just because the down time from the mine throwing animation. I have also died twice from this :(
Day 2 - Finished up Act 8, going into Act 9.

This build is just flat out insane. While I am not HP/Resist capped (not the builds fault) This build just wrecks through everything, half the time the bosses die before i put down 20 mines!

Currently now got a doomfletch prism, a cheap 5L, a Drillneck. (Most expensive thing here was the prophecy, which I got for 8alchs iirc.)

Going into Act 9/10 and Maps, I think my first order of business is resist/decent HP, though im debating whether or not i push for a tabula as my starting point in the chest piece, and work my resistances around my other pieces for the time being.

Needing suggestions on a dash Setup, and where have people found the sweetspot works for them in terms of clarity/precision level. Still a bit to much mana to be able to run 23 mines with Precision/HoP/Clarity.

Current rip count - 22. Ironically 90% of them are to me in delirium, so my own fault!

I'll get into Maps tomorrow, so i guess I'll get to see some portion of the builds strengths.

Current gear
Spoiler
Last edited by Evrogue#5037 on Mar 15, 2020, 9:02:50 PM
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Vaania wrote:
Build is ok, dont even have doomfletch prism yet, in act 10 now. But there is one strange thing: when laying mines without Barrge i can almost instantly start moving once i throw Minefield, but when i have Barrage linked and throwing mines it takes like 2 second to throw those 5 mines and then start moving, is it supposed to be like that?


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dkowalch wrote:
Barrage support on mines is suuuper clunky. I wonder if there is an alternative. I think I do more DPS on bosses with the normal set up just because the down time from the mine throwing animation. I have also died twice from this :(


To both questions, yep. Barrage is super clunky. I guess calling it a "Single Target" link is kinda a misnomer. It's more like a "the boss is inactive, so i can preload mines before he attacks" link. I never use it unless I can throw mines at a boss that isn't moving or trying to kill me.

But when you do have a chance to use it? Dear lord, does it feel good.

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marsupielago wrote:
Maybe it's a silly question, but ¿Why do we use Clarity? ¿What does it give us?


Just the mana regen. We don't need much since mines don't cost a lot of mana, but if you don't have it, you'll run out of mana in sustained fights.
Last edited by BlaydeX15#6203 on Mar 15, 2020, 10:10:01 PM
does + to physical % damage increase over physical damage that then transfers to elemental physical damage? I'm thinking of using a cluster jewel...maybe.
Last edited by Pillsbury#6504 on Mar 16, 2020, 1:48:45 AM
POB, dps with top roll Doomfletch's Prism (16-24) = 427k, dps with worse roll (12-20) = only 1.3% less. Why are writing that top roll is very important?
Herald of purity doesn't seem to be working with the mines setup. Anyone else having this problem?
Hey, watched your stream yesterday, saw you were using Charged Mines instead of Minefield, is it more dps/better clear, or were you just testing it out?:P
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Hear7y wrote:
using Charged Mines instead of Minefield

Don't recommend. You can change Minefield to Swift Assembly, if Minefield is clunky for u, but u need one them for ~ +60-68% mine throwing speed -> +60-68% dps! I dont's good specialist, but I think changing Visious projectiles/Elemetal damage with attacks/Trap and Mine damage to Charged mines will lower your dps.
Last edited by Vehs#4904 on Mar 16, 2020, 9:56:46 AM

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