[3.3] The Grave Digger - Volatile Dead Auto-Miner / All Bosses, All Map Mods
" ![]() " ![]() " " ![]() " ![]() " ![]() " ![]() " ![]() " ![]() " kechari#5629 님이 2018. 9. 17. 오전 5:49:46에 마지막으로 편집 마지막 추천 2019. 7. 29. 오전 5:18:50
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God damn,this build looks awesome
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Nice, this seems like a fully decked out bosskiller version of my current build;
I severly underestimated the potential endgame damage output. The biggest mechanical problem with this build is a bug with CWDT-detonate mines that leads to you taking double damage/spend double mana, wich happens randomly 2/3 times, so zerphi's last breath is what really enables this build lategame. My current QotF is actually a good league starter / MF currency grinder, so I might update my current guide and make it into a early league budget guide that leads into your build for endgame. My current QotF clearspeed/potential MF version (great as a league starter when scold's is available): https://pastebin.com/jaGJvmjg My guide is outdated but might still be helpfull for league starts: https://www.pathofexile.com/forum/view-thread/2117518 |
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" Can't say that I've noticed this bug—Scold's damage feels consistent. Are you sure this is still the case? Zerphi's is incredibly good, but I strongly disagree that it is required for end game. The only thing it enables is RF, which I do not use for Uber Elder anyway. I'd be confident dropping it for Uber Elder, too, if my framerate were more consistent for the fight. |
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Here's a recording of the bug,
first 500 damage (maybe IC blocks the bug), then 1000, then 500 and another 500 with a couple milliseconds delay (more clearly visible in original video) ![]() Your build doesn't notice the bug with having high regen/life pool; for my speed mapper I've tried linking Reduced Mana Support to get 66-100 mana spent per cast which then gets doubled to normal values due to the bug; it does work but to me the convenience was not worth the loss of damage. |
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That looks pretty gnarly. I can't reproduce this on my setup—Scold's is producing identical hits every time. The only variance I get is when Farrul's occasionally eats a Scold's proc during Cat's Stealth. Perhaps it has something to do with Tremor Rod?
In any case, interesting to see another take on the same concept. |
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I was using a rare staff for the test, but I just compared our skilltree and then refunded volatile mines, and now the bug is gone, and since CWDT casts instantly I'm only losing a bit of damage and aoe.
Also, Volatile Dead actually greatly benefits from AoE (especially in leagues with higher density and against "invulnerable allies" mobs), so you're probably better off using Inc. AoE instead of Conc. effect up to t15 maps. Watching your video I see you casting about twice as many Volatiles as necessary while mapping, Volatiles explode on enemies that have just been killed if they can't find another target, so it's better to quickly run towards the next pack to aggro them and bring them in targeting range of your already existing Volatiles. Since you're already running taste of hate and have more than enough regen, you could try to use winterweave ring + corrupted auxium belt (switch gloves so you have under 200 ES or use essence of horror chest and stay below 350 ES) for +30% more action speed (basically double tailwind, also Elders slowing attack is -80% action speed, so this puts you from 20% to 50% total action speed while elder is slowing you): 30% more mine laying speed , shield charge attack speed and 30% more movement speed to your 140% base, as well as chill "immunity" , but you need to get freeze immunity somewhere (either instant flask, wanderlust boots or purity of ice watchers eye) The new summon phantasm on kill lets arcane surge trigger of shield charge, so if you get gloves with faster attacks support affix, you can link shield charge - fortify - summon phantasm - arcane surge |
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Agree to disagree on nearly all points, sorry to say.
I may record another mapping demo as the ball-leading doesn't come across well—you've a point there. Largely a consequence of Maze's layout and double beyond. |
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You might be right about Conc Effect vs inc AoE, since AoE gets better with density, which is low in red maps and bestiary in general, my opinion mostly came from minmaxing in abyss league.
During abyss I ran elder influenced shaped channel/toxic sewer with full sextants and there was a definite advantage with inc AoE (VD base area is the same as Vortex) Basically, on any map an Autobomber or Inpulsa's user would like, inc AoE is better. |
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what about pantheon? which one you use ?
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