[3.9] PURIFYING FLAME MINES | LEAGUE STARTER | AWAKENER DOWN | 8K MOM EHP | ALL CONTENT ON A 5L




THE NEW AND IMPROVED PURIFYING FLAME MINES



Changelog
Spoiler
27/12/2019: Added Conq kill videos, and Awakener Kill video.
27/12/2019: Added "Calculating Blastchain Mine DPS" tab.
26/12/2019: Added T16 Map Clear video.


What's new?
Spoiler
The entire build has been revamped, from the tree, gear, links, etc. It now properly uses Blastchain Mine alongside Minefield to reach extreme DPS despite only dealing 100k avg hit per mine!

The build has more life (almost 7k), and also has MoM! (2k mana, leading to 9k ehp)

No need for Xoph's Blood or AoF! You can now use a bow + Signal Fire or even Blackgleam, which automatically gives Phys - Fire conversion while still being able to use flasks like Atziri's Promise!


Blastchain Mines vs High-Impact Mines
Spoiler
Before we get into the build, we must first know the difference between the two, and how it affects the build.



Blastchain Mines DEAL 5% MORE DAMAGE FOR EACH PRIOR MINE IN DETONATION SEQUENCE. Meaning the first mine has 0% more damage dealt, while the second mine has 5% more damage, third has 10%, and so on.

Therefore, the last mine detonated will always deal the most damage. This is where Throwing Speed, Minefield, and proper use of the detonation sequence comes to play.

Minefield throws 5 mines per throw compared to a single mine per throw. It also raises the maximum mines by 4. With high Throwing Speed, you can throw mines with Minefield without it being clunky.

Now we also have the Detonation Sequence.The detonation sequence begins when of course one presses Detonate. This then detonates all your mines at once. But when you throw mines during this sequence, it will also detonate those mines without having to press Detonate again, at least until the sequence ends.

Thing is, those extra mines thrown also have the 5% more damage applied to them. Say you have 23 active mines which adds up to 115% more damage. Detonate these and continue to throw mines, the 29th mine (due to minefield) will now have a 145% more damage multiplier!

You can continue throwing mines and continue scaling the more damage multiplier for NUTTY DPS.



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High-Impact mines applies a 2% CHANCE TO DEAL DOUBLE DAMAGE TO HITS AGAINST ENEMIES NEAR IT, UP TO A MAXIMUM OF 100%. This this would mean the first mine detonated to have the highest chance to deal double damage.

Since the max mines are 23 (With Minefield) and you have 2% chance to deal double damage per mine, that would lead to 46% chance to deal double damage on the first mine.

While it may seem small, taking Demolitions Specialist gives 100% INCREASED EFFECT OF AURAS FROM MINES, this doubles the chance to 92% chance to deal double damage on the first mine.

Since we don't scale damage but rather Throwing Speed, High-Impact Mine isn't a suitable choice for a build like this. It would require changing the tree, gear, and other parts of the build.


Calculating Blastchain Mine DPS
Spoiler
https://docs.google.com/spreadsheets/d/1kHJPsoMP9Asy9C95fhzWBIncpeR77Ple3jjAqvoB3xI/edit#gid=260527014

Click on the link and make a copy of the file. Please do not send requests :P

The table calculates the 5% more damage multiplier and applies it per mine up to the 23rd mine.

Simply place your POB avg hit on the value below the cell named "1st", and check below the cell "Total DPS" to see all the dps with multiplier added together.


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PROS
Spoiler
Cheap to start and take to endgame with just a 5l!

Can do ALL map mods and on Awakener level 8! (though no regen is annoying)

9K EHP! (7k life and 2k mana, without Kaom its 8k EHP but still high)

Purifying Flame on mines auto-target the enemy, no skill required!


CONS
Spoiler
Mines are not for everyone.

Not an extremely defensive character compared to Juggs or Necros (But definitely tanky).

Doesn't run Skitterbots, so the 2 effects of Explosives Expert (the chill and shock one) will be useless.

Tough when it comes to leveling, best use a different Mine skill until you get Minefield and link it to Purifying Flame.


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Path of Building
Spoiler
https://pastebin.com/DwHsKaem

When leveling the build, you don't need to take the two intelligence nodes from the Shadow tree, you can simply take the Mine and Trap nodes leading to Trickery and do the build from there. You can easily respec the nodes to save more points in the endgame.


Ascendancy
Spoiler


You can take Pyromaniac earlier than usual, same goes for Born in the Shadows since they are both great nodes that have QoL and defensive capabilities that will help you through the leveling process.


Bandits
Spoiler
At the start of the game, you can pick Alira to have her early buffs like resists and crit multi, and in the endgame switch back to Eramir and grab 2 passive points.
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Gearing
Spoiler
WEAPON + QUIVER


A bow with +1 to level of Socketed Gems with a throwing speed craft is enough for a bow. You can buy one and craft it yourself and 5l or 6l it, or buy a corrupted version of it.

Signal Fire or Blackgleam is needed since it gives 50% phys to fire conversion.(Purifying Flame has innate 50% phys to fire conversion)

Signal Fire is just an upgrade to Blackgleam for the GAIN (25-35%) OF PHYSICAL DAMAGE AS EXTRA FIRE DAMAGE.

Helmet


A rare helmet crafted with Pristine and Scorched fossils to obtain life and NEARBY ENEMIES HAVE -9 FIRE RESISTANCE. If possible, aim for higher life and resists if you need it.

Body Armor


A rare body armor with high life (100+) and increased life and resists if possible. Armor like this is very cheap since you don't need it 5linked or 6linked anyway. You can include a CWDT setup, golem, culling strike setup for bosses, etc.

If you have more money to spend and do not need those extra links, you can buy a Kaom's Heart. Its what it needs to get the build to 9k EHP.

Boots

A rare boots with high life (atleast 70+), resists and MS above 20% is enough. Boots can definitely be quite costly when you aim for really good mods like high resists and high life.

Gloves

Rare gloves with high life (70+) and resists is the minimum for a good pair of gloves. You can definitely do more with influenced gloves, but I didn't bother.

Belt

Rare Stygian with life (80+) and resists. You can get attribute mods to fill in some holes to fit a Kaom's Heart if you ever get one.

For the abyss jewel, you just want to aim for flat life, and fire damage to spells based kind of mods.


Rings


For the rings, you'd always want to aim for at least 60+ life. Life on rings can be costly when its paired with resistances, so try to get resists on your other gear to reduce the cost on your rings.

Amulet


Aim for high life, resists (get it on other gear if you can to reduce cost), and Crit Multi.

For the anoint, take Prodigal Perfection so you get some damage from scaling your mana, and of course more mana.

Jewels


Your jewels should have:
#% increased life
increased Crit Multi with Fire Skills/Elemental Skills/While Dual Wielding
+ any other mod


Flasks
Spoiler


Seething + Staunching on the Divine Flask to quickly get rid of Bleed + Corrupted Blood ailments, and Seething especially on the Divine Flask(and not an Eternal Flask) since it gives more HP on uses.

Experimenter's + Heat/Warding on the Diamond Flask. Experimenters is important since the flask effect lasts longer, allowing you to hit those juicy crits in a larger window. Heat/Warding gets rid of Freeze/Curses.

Chemist's/Experimenter's + Adrenaline on the Quicksilver flask. Experimenter's allows the flask to last longer, and Chemist's just makes it so you have more uses for the flask. Adrenaline is important here since it gives the extra movement speed on use.

Chemist's(Atleast 30 charges used) + Any mod on the Basalt Flask. The Basalt flask is here to provide nice Phys reduction. Just a simple defensive flask.

You may replace Basalt with a Jade, Granite, Atziri's Promise, The Wise Oak, and any other flask you wish to use.

Enduring + Warding/Heat on an Eternal Mana Flask (Not Divine, since it gives more mana recovered). The Enduring Flask is your main mana sustain for your mines, any big hits that wiped out your mana bar, and for the fact you can "queue" your Mana flasks, allowing you to continuously throw mines.


Gems
Spoiler
5L/6L DPS SETUP ON WEAPON IN ORDER OF IMPORTANCE:


4L CURSE SETUP


CWDT SETUP + PRECISION(unlinked)


MOVEMENT SETUP


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Videos
Spoiler
Typical T16 Map Clear
https://youtu.be/lvTgVw9UdL0

T14 Baran Kill
https://youtu.be/Vds6_5-CzjE

T14 Drox Kill
https://youtu.be/BDFMIg0R21w

T14 Al-Hezmin Kill
https://youtu.be/NYF6ocx_LrI

T14 Veritania Kill
https://youtu.be/sn0EQz8gJYQ

Awakener Kill, Awakening Level 1
https://youtu.be/sIToDoa1zHU

Last edited by pain4meandu on Dec 27, 2019, 5:52:59 AM
Last bumped on Jan 23, 2020, 11:44:20 AM
reserved
reserved
Looks fun gonna try this one.
In your PoB link you only have the skill tree for when you have Xoph's Blood is there a possibility to add the tree without Xoph's Blood in the PoB link or in the guide itself?
"
In your PoB link you only have the skill tree for when you have Xoph's Blood is there a possibility to add the tree without Xoph's Blood in the PoB link or in the guide itself?


You can do a few things here.

Get AOF from Serpent Stance, (2 points) by killing all bandits. (You lose Alira, but it isn't much. Just adjust your resists if you really need to.)

Take off a few life nodes without removing their notables and add it to get AOF

Or use Signal Fire.. hmm
Last edited by pain4meandu on Dec 21, 2019, 1:01:29 AM
I see that you are running the build a bit different during the league any updates to the guide?


I made my version of the build based on the top tier players en poe.ninja, can you explain to me why they use ele focus, conc effect and not minefield, etc...? Currently I'm throwing just 1 mine at a time and I think they'll do that to maximize damage because they're using Fireball to clear and they don't need too much AoE for single target with PF.

I'm thinking about dropping faster casting and arcange surge and add some curse like blasphemy + flammability or a defensive one.
Last edited by MiguelFg on Dec 22, 2019, 9:03:02 AM
"
MiguelFg wrote:

I made my version of the build based on the top tier players en poe.ninja, can you explain to me why they use ele focus, conc effect and not minefield, etc...? Currently I'm throwing just 1 mine at a time and I think they'll do that to maximize damage because they're using Fireball to clear and they don't need too much AoE for single target with PF.


Yes, I think it's because they are using Fireball for clear. The Tremor Rod is great for double mines, but it's clunky for clear, since the mines take a while to re-arm, and often you end up blowing up the mines for the 2nd time and everything is dead already anyway. But if you don't blow them up again and start placing new mines then you quickly get up to max mines and at that point I'm spamming detonate to get all the mines to explode. But bossing though, that ability to get 20 mines down and effectively have 40 go off is pretty neat.

I've just reached maps ... and also going with a hybrid "based on poe.ninja" approach (just using highest level players skill trees). I'm finding mines a bit clunky anyway ... so I'll probably just take this to high 80s and hopefully have enough currency to roll another character and buy twink gear to level super fast :)
I have finally updated the guide!

Sorry for not answering any of the questions here, so I'll get started.

"
I see that you are running the build a bit different during the league any updates to the guide?


Yeah, I kind of forgot about the forum a bit, and was testing this variant of the build. It's finally updated tho!

"
MiguelFg wrote:


I made my version of the build based on the top tier players en poe.ninja, can you explain to me why they use ele focus, conc effect and not minefield, etc...? Currently I'm throwing just 1 mine at a time and I think they'll do that to maximize damage because they're using Fireball to clear and they don't need too much AoE for single target with PF.

I'm thinking about dropping faster casting and arcange surge and add some curse like blasphemy + flammability or a defensive one.


So, Elemental Focus is obv used for the ele damage it gives whilst removing Ele ailments. Personally I don't recommend this since you don't apply Ignite+Burning (one of the mods in Explosives Expert), and how Combustion becomes useless because then again, you cannot ignite.

Conc Effect is definitely a choice for this. If you manage to fit it somehow.. The AoE is still good despite suffering 30% less AoE.

Don't know why people don't use Minefield though. If you scale throw speed enough it won't really bother you and you can still freely move while detonating the skill.

Also, with the fireball for clear + PF for single target at this point you'd just be playing Pyroclast Mine :P



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