[3.15?] (Archived) Ball Lightning Miner | Facetank Sirus | Destroy All content

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Ciatlov wrote:
Skill change thoughts:

Testing the build with only 30% slower projectiles instead of 50% the spread of the ball release is a bit further giving the skill less pinpoint damage and a bit more area which should only make bossing with this build slightly worse but mapping should be fine.

Cluster jewel changes:
Spiked concoction from 10% magic flask effect to 20% for 4s on all flasks after flasking, this is a pretty big buff assuming you flask correctly. Definitely want 1 or more if they stack. Assuming your flasks last 9 seconds fully geared you would need to mana flask once or twice between your full flask rotation to keep this buff up.

Numbing Elixir got full changed to be 40% reduced ailment/curse effect, which opens some options up for this build to get ailment/curse immune, at the cost of alot of regen.

Liquid inspiration lost 5% mana recovery rate but probably bis for this build with 30% mana recovery from flasks and 15% mana.

League start: This build will definitely be worse than saboteur as a league starter as you get almost no damage from ascendancy or starting areas and have no good flasks or jewels to abuse and are alot farther from damage nodes. If you do league start an untwinked scion I think you definitely don't follow the normal flask tree and rush into the shadow area to grab the mine nodes. It's probably better to go shadow saboteur and make your scion once you have the gear that makes this build work.


I tried a SSF start and it was more than just fine. u get plenty of damage from tree as u should start from the shadow section of scion. it's all in the guide as part of leveling section. give it a read and that will change ur opinion. u will have to probably respec 20 points later. but that should be much better than leveling a brand new character.

TL;DR; it is perfectly fine to level as scion for this build as ball lightning mines
Hey,

i still can't decide if i play your Build (Scion) or as BL Saboteur (Shadow).

I think for your build i need to farm a good amount of currency before i can tackle Endgame content and im afraid that this is where im not too good at.

My league starts never went smooth, i mostly played builds that didnt scale well with budget gear so i dont want to have the same experience again.

Do you think you build is viable for a "noob" or should i go with the typical Miner build?


Thx for your guide, i really love the build and appreciate you work for us \o/




So after the slow projectiles nerf, we scale our damage with increased area effect until we can max out Ball Lightning and get 13 hits which happens
at 100% increased area damage (https://www.youtube.com/watch?v=kgjOHtwcmPk).

I think ascending Sabo to start with will make sense, since it gives the 30% area effect which just became basically a 30% more damage mod for us.

However I also agree the extra 8% MoM is so good in late endgame. How can we get it back? One thing I noticed is that the Scion section has a good Unnatural Instinct socket that yields 3 area effect small passive nodes that lead nowhere. Plus it gives a lot of extra mana and mana regen and random skill effect duration.

https://pastebin.com/FBMjRhpx

I also saved a few points by pathing from Ranger starter zone.

An option you didn't take is Battle Rouse; I guess our recovery is just so high that it doesn't matter?
Last edited by elmasone#5446 on Jun 18, 2020, 1:00:35 AM
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omgree wrote:
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Remicaster1 wrote:

Aside from no damage nodes, you also lack of life when you start Scion, I noticed this because I did a untwinked start on my stream yesterday. It still feels fine but not as great as sabo start, but you'll be faster if you started with Scion and know how to control it well

I do agree with your statement don't get me wrong, but releveling a build to me just feels bad =p

I've checked your stream but it doesnt answer to my biggest fear :(
Im worried much not about story mode, but about pushing atlas untill red maps without gear. It could struggle. Sure, we can stay on white-yellow maps or even farm BA to get currency, but if smn want to make profit from fast atlas and bosses im not sure now it can handle as good and fast Sabo.

How much worse is it with act-early maps gear compare to Sabo on maps yellow/red?


Saboteur is very strong early with just a tremor rod which is useable early and takes you all the way through endgame. Staff crit multi and saboteur ascendancy crit multi were totally untouched and you throw ~10 mines with tremor rod which get +4% area per mine from bomb specialist so you get bigger detonations and more damage per throw, as well as faster throws. You also have the option to utilize every mine skill and not just the skills that work with arcane cloak incase they add some crazy items that buffs fire/phys/cold mines and you get free ignite/shock immunity which helps alot early. For SSF Sabo or casual player this is definitely the way to go. Downside is you are alot more reliant on your movement skill to get around and will be real reliant on life flasks for recovery.

Scion will have it a bit easier with access to the agnostic early and new dynamo nodes I think will make arcane cloak alot more powerful at lower gear levels. When arcane cloak is down your damage will be bad with no gear. You may have to spend more time leveling gems and getting gear as well as respecing but definitely doable.

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PatrickFN wrote:
Hey,

i still can't decide if i play your Build (Scion) or as BL Saboteur (Shadow).

I think for your build i need to farm a good amount of currency before i can tackle Endgame content and im afraid that this is where im not too good at.

My league starts never went smooth, i mostly played builds that didnt scale well with budget gear so i dont want to have the same experience again.

Do you think you build is viable for a "noob" or should i go with the typical Miner build?


Thx for your guide, i really love the build and appreciate you work for us \o/






I'd say go scion right from the start this league. Having agnostic on the tree and super close to the scion start will be major game changer. Path out right and up to/around shadow first to get the essential 2 or 3 major mines clusters. Then go back across witch to MoM and then go down out of scion thru resists > life > agnostic. Can always get the 4 resists node going to sentinel earlier if you have bad luck getting decent resists going before/after A5 penalty.

Take leveling a bit slow if necessary and make sure to keep updated mana flasks once u have mom/agnostic. At level 65 do whatever it takes to get your hands on the 20quality enduring eternal mana flask of warding. The build revolves around this flask. By this point you should be sorting out your other flasks as well and from 65-70 get rolling into maps. Just grind whatever tier maps your gear and skill level allows early on focusing on player and gem experience. Staying in lower maps for a few extra levels(while not risking death for exp penalty) for some extra passives and getting 1 or 2 levels on all your gems makes a much bigger difference than new players realize sometimes. Those few extra nodes and gem xp can get you like 20-40% more damage/defense and makes the transition into tougher red maps far easier.
Last edited by vtsRunty#6017 on Jun 18, 2020, 1:56:14 AM
While wearing an Indigon, if I queue an enduring mana flask and a foreboding hybrid flask at the same time, what happens? Does the life recovery from both Indigon and the Foreboding flask apply?

The reason I ask is because a foreboding hybrid flask would be a life flask that turns on Hardened Scars, because I really don't want to mess with Vigilant Strike...
Last edited by elmasone#5446 on Jun 18, 2020, 3:00:05 AM
hello, does your guide have passive tree updated to 3.11?
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offimpulse wrote:
hello, does your guide have passive tree updated to 3.11?

Yes, check the build changes spoiler on the first page
Last edited by prophets#7862 on Jun 18, 2020, 4:24:55 AM
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elmasone wrote:
While wearing an Indigon, if I queue an enduring mana flask and a foreboding hybrid flask at the same time, what happens? Does the life recovery from both Indigon and the Foreboding flask apply?

The reason I ask is because a foreboding hybrid flask would be a life flask that turns on Hardened Scars, because I really don't want to mess with Vigilant Strike...


Tested this a bit for you. Both flasks can run concurrently. The life flask portion of the hybrid flask ends as soon as you hit full health with any prefix which is instantly with your mana flask running since this build has crazy recovery. The mana portion of the hybrid continues to run with enduring/foreboding but is a negligible amount. Think the life recovery was nerfed at some point.

I'm not sure if you lose hardened scars once you get full health but 20% fortify at the cost of a flask slot and annoint is not really worth it for this build as you need good flasks that get buffed by all your flask effectiveness. In this case you would lose your juiced up bottled faith or other dps flask and dps annointment which is millions of damage lost.

Not only that but this build cannot use fortify effect items as it has uniques in those slots so you can't really scale the damage mitigation in that way.

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elmasone wrote:
So after the slow projectiles nerf, we scale our damage with increased area effect until we can max out Ball Lightning and get 13 hits which happens
at 100% increased area damage (https://www.youtube.com/watch?v=kgjOHtwcmPk).

I think ascending Sabo to start with will make sense, since it gives the 30% area effect which just became basically a 30% more damage mod for us.

However I also agree the extra 8% MoM is so good in late endgame. How can we get it back? One thing I noticed is that the Scion section has a good Unnatural Instinct socket that yields 3 area effect small passive nodes that lead nowhere. Plus it gives a lot of extra mana and mana regen and random skill effect duration.

https://pastebin.com/FBMjRhpx

I also saved a few points by pathing from Ranger starter zone.

An option you didn't take is Battle Rouse; I guess our recovery is just so high that it doesn't matter?


Thinking about using this build as a starter instead of the Sab version as I prefer the better defense and have some questions.

How do we reach 100 % increased AOE? I only count 50 % in your final tree with Hiero.

How feasible is res capping as we use so many uniques?

Why do we not use Watchers for 10 % MoM?

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