Introduction:

Even though I do not recommend this build for beginners, there is alot that you can learn from it and apply to your own builds. I do not want you to just copy the build one by one but give you a fully understanding of its mechanics and calculations so that you can further improve this build with incoming changes but also apply that to other builds and be able to create and improve your own builds.



Expectations:

Mines look clunky but if you give them a chance, they turn out to be incredibly good. They will probably never be able to compete with a maxed out CoC-build or other top tier builds but it is the first build that kept me playing in a league for more than a week and I loved it.



The build has one huge advantage, it can deal with all map mods without any exceptions and therefore you can generate a very good mappool and depending on your goals, alot of currency - by vaaling your high tier maps. Even though I sold almost every t15 map I was able to sustain a t12 + mappool.



Have fun:



Fire Nova Mine and Mechanics

Let's take a look at the skill itself:



Attributes:

AoE, Mine, Spell, Fire, Duration.



Those represent the supportable mods while it is not necessary to improve the mine duration.

AoE, Mine, Spell and Fire damage will affect the spell absolutley equivalent which means

1% Increased AoE dmg = 1% Increased Mine dmg = 1% Increased Spell dmg = 1% Increased Fire dmg

which makes damage scaling very easily: you will always pick the highest % available.



Cast Time:

Each of the 4 waves is getting cast with a speed of 0.4 seconds which is the equivalent of

1/0.4 = 2.5 waves per second. While this is affected by your cast speed, it is obviously not recommended to stack any cast speed, one Fire Nova Mine will always cast 4 waves and the mine deploy time is not affected by your cast speed but by "increased Mine laying speed".



Mana Cost:

Fire Nova Mine has a ridiculously high base mana cost.

There are multiple options to deal with it:

- Early game: Mana Flask with high up time (Sanctified for example, 14 secs uptime)

- End game: Vaal Clarity + Increased Duration

- End game: Lavianga's Spirit (can be expensive)

The first option works fine but as soon as you hit endgame maps (around t11+) you want to be able to stack a maxmimum amount of mines to kill bosses as fast as possible.

In the following example, I compare the new support gem "Mine Field" with "Controlled Destruction":

Calculations



Damage Effectiveness:

Fire Nova Mine has a damage effectiveness of 30%. This means that "flat spell damage" will be multiplied by 0.3. If you have 100 flat spelldmg, only 100 * 0.3 will go into calculation, this seems low but flat spelldmg still has a huge impact on our damage output.

Examples of flat spell damage



Quality:

Quality gives you 20% increased fire damage which is one of the best quality bonuses for the whole build.



Tooltip average damage and mechanic:



The tooltip does not show you the damage done by one single mine

but only the damage done by the first wave.



Calculate your damage https://goo.gl/4vOXKA

Burning Damage:

Burning Damage deals 40% of the highest hit over 4 seconds while our highest hit

will always be the last wave (Burning damage does not stack but queues up!).



In case you want to modifiy my build and convert your damage:

Poison Damage:

Poison damage deals 10% of every wave and stacks. The calculation is slightly more complicated though since on average, only 2.5 waves will hit per second and poison lasts 2 seconds without modifiers.

Therefore in 2 seconds, 5 waves will hit and that is how the damage in the spreadsheet is calculated.



Let's take a look at the skill itself:AoE, Mine, Spell, Fire, Duration.Those represent the supportable mods while it is not necessary to improve the mine duration.AoE, Mine, Spell and Fire damage will affect the spell absolutley equivalent which means1% Increased AoE dmg = 1% Increased Mine dmg = 1% Increased Spell dmg = 1% Increased Fire dmgwhich makes damage scaling very easily: you will always pick the highest % available.Each of the 4 waves is getting cast with a speed of 0.4 seconds which is the equivalent of1/0.4 = 2.5 waves per second. While this is affected by your cast speed, it is obviously not recommended to stack any cast speed, one Fire Nova Mine will always cast 4 waves and the mine deploy time is not affected by your cast speed but by "increased Mine laying speed".Fire Nova Mine has a ridiculously high base mana cost.There are multiple options to deal with it:- Early game: Mana Flask with high up time (Sanctified for example, 14 secs uptime)- End game: Vaal Clarity + Increased Duration- End game: Lavianga's Spirit (can be expensive)The first option works fine but as soon as you hit endgame maps (around t11+) you want to be able to stack a maxmimum amount of mines to kill bosses as fast as possible.In the following example, I compare the new support gem "Mine Field" with "Controlled Destruction":Fire Nova Mine has a damage effectiveness of 30%. This means that "flat spell damage" will be multiplied by 0.3. If you have 100 flat spelldmg, only 100 * 0.3 will go into calculation, this seems low but flat spelldmg still has a huge impact on our damage output.Quality gives you 20% increased fire damage which is one of the best quality bonuses for the whole build.The tooltip does not show you the damage done by one single minebut only the damage done by the first wave.Burning Damage deals 40% of the highest hit over 4 seconds while our highest hitwill always be the last wave (Burning damage does not stack but queues up!).In case you want to modifiy my build and convert your damage:Poison damage deals 10% of every wave and stacks. The calculation is slightly more complicated though since on average, only 2.5 waves will hit per second and poison lasts 2 seconds without modifiers.Therefore in 2 seconds, 5 waves will hit and that is how the damage in the spreadsheet is calculated.



Gem setups

Sorted by importance, if there are 2 possible picks,

the left one is prefered for overall clearspeed while the

right one improves your static boss killing abilities.



Max Atr requirements for maxed out gems: 111dex,111str,155int.



6l Fire Nova Mine:

- Empower

- Trap & Mine Damage

- Fire Penetration

- Increased Area Effect/Concentrated Effect

- Mine Field/Controlled Destruction

3l Mobility:

- Whirling Blades

- Faster Attacks

- Fortify

3l Defensive - 1:

- Cast When Damage Taken

- Immortal Call

- Detonate Mines

4l Defensive - 2:

- Temporal Chains

- Blasphemy

- Enhance

- Enfeeble (Incase you pick Occultist !)

4l Defensive - 3:

- Cast When Damage Taken

- Blade Vortex

- Blind

- Ice Nova

Offensive & Supportive:

- Vaal Clarity

- Increased Duration

- Vaal Lightning Trap

- Tempest Shield





Damage optimization

This does not include any damage over time,

check "Fire Nova Mine and Mechanics" -> "Calculate your damage"

for additional details.

https://goo.gl/XYjK3R

This does not include any damage over time,check "Fire Nova Mine and Mechanics" -> "Calculate your damage"for additional details.



Possible Passive Trees

Max Atr requirements for maxed out gems: 111dex,111str,155int.

Note: The followeing trees do not provide enough atr, you will have to get some from gear, maybe even use slightly different pathing ("Practical Application" and right part of the tree, trade 2 into nodes for 1 int and 2dex for example).



Shadow

https://www.pathofexile.com/passive-skill-tree/AAAABAYBAAQHBx4I1A3RDkgOjg_EEJIRLxGWEcIdTyBuIzYjXyepKgsqjSsKLR8yGDIyNbk2PTbYOlg6rTt8PV9BlkJLRXxJG0lRSbFMs1AwUilSU1MQUzFVS1XGVeBYWl3yYeJirGNDbAhsjG-EcFFwUnNtdm9-sH_Gg9uFxYnTjDaP-pMnlSCVLpeVl5edqp3ZoEOhL6KjpyusmK6zswO0OLTFt3W4yrmTvG--isHFwfPC7MMJ0B_Q9dfP2FTZhtte2-ffvuOE5RnrY-v17FXuFe-I7-vw1fD58WzxivId-Tf79f8c





Witch https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAABAMBAQQHBUIHHgjUDdEOSA6OD8QRLxGWEcIVfhqBHU8gbiNfJ6kqCyqNKwosnC0fMhg1uTY9Ntg6WDqtO3w9X0GWQktCekSrSRtJUUmxTLNQMFF0UilSU1MxVUtVrlXGVeBYWl3yYeJirGNDbAhsjG-EcFFwUnNtdm96cHzwfrB_xoIQg9uFxYnTjDaPpo_6kQeTJ5UglS6XlZ2qndmgQ6EvoqOmmacrrJius7MDtMW3dbjKuZO7_L6KwcXB88LswwnQH9D118_YVNte2-ffsN--44TrY-v17FXuFe-I7-vw1fD58WzxivId-Tf_HA==



The followeing trees do not provide enough atr, you will have to get some from gear, maybe even use slightly different pathing ("Practical Application" and right part of the tree, trade 2 into nodes for 1 int and 2dex for example).

Bandit rewards

- Normal = Oak

- Cruel = Passive Point

- Merciless = Power Charge





Ascendancy Class recommendations

Assassin:



Picks:

- Deadly Infusion

- Ambush

Conclusion:

Increasing your 5% base critchance to 8% and your critical strike multiplier by 103% is huge.

My critical strike chance is around 45% with controlled destruction, assassin pushes it to 75% critical strike chance.

Unstable Infusion can be abused by an Incinerate + faster casting in your second weaponslot to instantly max out your powercharges, the "Blast Cascade" passive ensures that you won't run out of charges.



Saboteur:



Picks:

- Demolitions Specialist

- Blinding Assault

With Bomb Specialist, you can skip a Carcass Jack or even the increased Area of Effect support and use Critical Strike Chance or both Controlled Destruction and Mine Field.

Demolitions Specialist gives you the ability to place upto 6 mines at once for a crazy amount of burst dmg.



Occultist:



Picks:

- Wicked Ward

- Malediction

At some point we will accumulate enough damage that even endgame bosses get obliterated, at that point we might want to stack our defenses and the Occultist is the perfect choice for a hybrid build that cannot leech energy shield. The combination of temporal chains and enfeeble together with the Wicked Ward passive will turn you into a wall that still does incredible amounts of damage.

In case the base mana cost is not getting reduced in 2.2, running 2 curses on blasphemy will not be an option.





My gear at the end of talisman sc

Please stick to the gem setups recommended in the "Gem Setups" spoiler!

Gear

Flasks

Please stick to the gem setups recommended in the "Gem Setups" spoiler!



Videos

I'll upload more as soon as Ascendancy is up:

First Atziri run One week into talisman with around 4k tooltip avg dmg: http://plays.tv/s/KhPifVnoLb66

Map progression http://plays.tv/s/KhPj-3tVfQBp

Vaal Oversouls http://plays.tv/s/KhPjk0E9efLO

Atziri's Trio http://plays.tv/s/KhPjtByy4woT

Corrupted Double Voll at 2:50 http://plays.tv/s/KhFtRuFvr6U6

Corrupted GMP Dominus at 7:30 http://plays.tv/s/KhFtZ3JNaDf0

8 minute merc lab runs as assassin https://www.youtube.com/watch?v=9H6vKyHWR-4

Occultist gameplay vs double beyond shrine https://www.youtube.com/watch?v=flYSyxK8s6o

I'll upload more as soon as Ascendancy is up: Even though I do not recommend this build for beginners, there is alot that you can learn from it and apply to your own builds. I do not want you to just copy the build one by one but give you a fully understanding of its mechanics and calculations so that you can further improve this build with incoming changes but also apply that to other builds and be able to create and improve your own builds.Mines look clunky but if you give them a chance, they turn out to be incredibly good. They will probably never be able to compete with a maxed out CoC-build or other top tier builds but it is the first build that kept me playing in a league for more than a week and I loved it.The build has one huge advantage, it can deal with all map mods without any exceptions and therefore you can generate a very good mappool and depending on your goals, alot of currency - by vaaling your high tier maps. Even though I sold almost every t15 map I was able to sustain a t12 + mappool. Crazy Miners Fire Nova Mines:

https://www.pathofexile.com/forum/view-thread/1595627

The Savage, Endgame cleaner:

https://www.pathofexile.com/forum/view-thread/1613272 Last edited by GGprime on Mar 20, 2016, 10:51:09 AM Last bumped on Aug 20, 2016, 5:28:27 AM