[3.18] Gryph's Tank Simulator - A Detonate Dead Ignite Elementalist

That would be bold, if we take spectres for example they got nerfed slightly first and then each league to the point spectre necro barely keeps up with other builds. I used to play Kay's spectre build (which is awesome!) for 3 leagues in a row and it was harder and harder every time I wanted to approach end game with it.
It's 100% not the author's fault tho.
If PoE was a Blizzard game this build would do 2k damage max the moment I roll it, thank God GGG has a different balance policy :D .
So in my opinion detonate dead will be hit by the nerfbat where it hurts the gem's overall usefulness but not too much for now.
Same for ignite, even you Gryph made a cool video about how easy it is to make full screen clears with any ignite build, I'm 100% sure these 2 will be brought down, the question is if the 2 nerfs will wreck this build or not.
Also too many builds utilize aegis aurora.
Dark pact seems interesting as IF DD/Ignite will be useless DP would be quite an easy pick as replacement.
"
kjanos89 wrote:
That would be bold, if we take spectres for example they got nerfed slightly first and then each league to the point spectre necro barely keeps up with other builds. I used to play Kay's spectre build (which is awesome!) for 3 leagues in a row and it was harder and harder every time I wanted to approach end game with it.
It's 100% not the author's fault tho.
If PoE was a Blizzard game this build would do 2k damage max the moment I roll it, thank God GGG has a different balance policy :D .
So in my opinion detonate dead will be hit by the nerfbat where it hurts the gem's overall usefulness but not too much for now.
Same for ignite, even you Gryph made a cool video about how easy it is to make full screen clears with any ignite build, I'm 100% sure these 2 will be brought down, the question is if the 2 nerfs will wreck this build or not.
Also too many builds utilize aegis aurora.
Dark pact seems interesting as IF DD/Ignite will be useless DP would be quite an easy pick as replacement.


Dark Pact ignite would be pretty dope.

But yeah, it'll depend on how they approach the nerfs. Do they nerf corpse skill scaling with ailments? Maybe. Would be pretty bad to nerf the buffs they made to ignites since normal skills aren't really an issue tbh. I could see them just adding a line of text to DD that says "50% less damage with ailments" as a sort of bandaid nerf.

And yeah, Aegis is OP but it's not like there aren't alternatives if armour gets the hammer as well. You still have the option to scale into pure life and use a life on block shield with Divine Flesh for extra elemental mitigation.

Ah well, we'll find out eventually. lol
Just wanted to say thank you for this build. I found it before everyone and their mother caught on to the power of DD ignite. I realize it looks like maybe you can scale the ignite damage possibly higher with specters but your build has carried my entire league.

I have maybe put a few ex into my version and it honestly is a better all a rounder than a 30+ ex gen cry build and a 50 ex + int stacker I have made.


The combination of offence and defense is perfect.

I just wanted to say thank you man.
Well, this is promising:

"
Skill Balance
Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool of Desecratable monsters with high-life Spectres. Because of how Desecrate selected monsters, the fewer monsters occurring in the area, the more damage Detonate Dead dealt.

Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means Detonate Dead's damage should be more consistent based on which area in the game you are in. This also means there is no incentive to bring multiple different high-life spectre varieties, although you still benefit from bringing one high-life spectre into areas.

Specifics:
Spoiler
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre Corpse, rather than a 2x relative weighting compared to all other possible corpse types

Although:

"
Lower the damage of player Ignite by 28% to partially offset the damage increase that many Ignite-applying spells have received. For the majority of high level spell gems, this is a slight damage buff when combined with the above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several other skills have received changes to compensate for the lower damage of Ignite. Attack skills and a small number of spells that are not typically aligned with Ignites will have weaker Ignites as a result of this change. We plan to introduce a mechanic for Ignite damage with melee attack skills to give some unconventional Ignite builds a new option for enhancing Ignites. Details about this will be included in the patch notes.
Last edited by NoImagination on Jan 25, 2022, 12:31:36 AM
"
NoImagination wrote:
Well, this is promising:

"
Skill Balance
Problem:
Detonate Dead builds can gain significantly more damage by diluting the pool of Desecratable monsters with high-life Spectres. Because of how Desecrate selected monsters, the fewer monsters occurring in the area, the more damage Detonate Dead dealt.

Solution:
Change Desecrate to have a fixed chance to spawn a Spectre corpse. This means Detonate Dead's damage should be more consistent based on which area in the game you are in. This also means there is no incentive to bring multiple different high-life spectre varieties, although you still benefit from bringing one high-life spectre into areas.

Specifics:
Spoiler
Desecrate and Corpse Walk now have a static 15% chance to spawn a Spectre Corpse, rather than a 2x relative weighting compared to all other possible corpse types

Although:

"
Lower the damage of player Ignite by 28% to partially offset the damage increase that many Ignite-applying spells have received. For the majority of high level spell gems, this is a slight damage buff when combined with the above changes. Burning Arrow, Armageddon Brand, Explosive Arrow and several other skills have received changes to compensate for the lower damage of Ignite. Attack skills and a small number of spells that are not typically aligned with Ignites will have weaker Ignites as a result of this change. We plan to introduce a mechanic for Ignite damage with melee attack skills to give some unconventional Ignite builds a new option for enhancing Ignites. Details about this will be included in the patch notes.


yea, I'm definitely not in the upper end of the builds budget and I still find it wrecks stuff. With 72% of the dmg I say it's still viable, but I'm sure are PoB masters to figure it out for us without a doubt.
Last edited by anone on Jan 25, 2022, 6:11:43 AM
(deleted because kind of dumb)
Last edited by NoImagination on Jan 25, 2022, 10:14:52 AM
Hello gryph

We survived ! Shhhhhhh


Fire burst will be problem now though
Your strength is the law !!

MadG poe on youtube for mellee content
Yeah the 28% most probably means *less* damage.
A bit bigger nerf than I expected tbh.
"
eldest-bike4 wrote:
Hello gryph

We survived ! Shhhhhhh


Fire burst will be problem now though


Fire burst for us (for me at least) isn't a huge issue. Small nerf to clear, Ohhhh noooo. :P

We lost some damage though.

"
kjanos89 wrote:
Yeah the 28% most probably means *less* damage.
A bit bigger nerf than I expected tbh.


Honestly if that's all the nerfed we get that's not bad at all. As much as I liked how we could have millions of dps, insane tankiness, and satisfying clear....it WAS a little OP. I'm okay taking a DPS hit if it means I can still have the same level of tankiness.
I really do hope the new currencies give _ONLY_ elevated mods and not new ones :D As I spent way too much currency this league trying to mimick your gear that would be a relief.
Also if the coming changes will be something like the newly announced unique staff I don't even care about the ignite nerf. That staff is broken.

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