[2.1] Dariidar's CoC & Magma Orb KNOCKBACK!

I am level 50 and the build has been pretty fun so far. What other things on Jewels do you think would be useful?
Hi, I can't believe I forgot to put Jewels into the build guide! I will update my original post.

Aim for 20% total knockback from Jewels. If you can't afford that, you can spend 7 skillpoints to get to the Fending cluster on the left side of the duelist tree. Fortunately, knockback jewels are cheap.

Other useful stats are:

Mana gained on hit (if you have 1 of these jewels, your mana problems are over)
Max Life
Crit Chance
Spell Damage

Here are 2 of the jewels I'm using.
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
Nice work on this guide.
I run a slightly different CoC build, but it is very similar nonetheless. I'm definitely going to try out a few of your ideas in my build.

Great idea with the blood rage set up. With the change to auras I lost my haste aura. This may indeed make up for it!

I will also try swap out my fireball for magma orb + knockback jewel. The DPS loss from shotgunning nerf has certainly been noticeable against map bosses and I'm hoping this will compensate a bit.

Keep up the guide and I will certainly check back from time to time!
Legacy SC IGN: Octora
Standard SC IGN: Octyte
This build looks interesting. But I don't know about it's survivablity, sure push back is great, how does this build work in parties, and high level maps 78+->? Can It play ball there without being a portal waster?
Perhaps a warning is in order that you might require somewhere around +80-120 INT and a fair amount of +STR on gear?
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Pjey wrote:
This build looks interesting. But I don't know about it's survivablity, sure push back is great, how does this build work in parties, and high level maps 78+->? Can It play ball there without being a portal waster?


If your party has an MF culler, or melee characters, it's pretty bad. You'll do just fine in parties with summoners and rangers (who already knock back mobs with King of the Hill.)

78+ maps - no clue, haven't been able to obtain one of those. I did a 76 map just fine the other day. Level 86, Magma Orb tooltip is near 5k with power charges & frenzy charges now (which is quite significant considering the amount of Magma orbs we cast per second, as well as the fact that Magma orb can hit twice). Life is around 4900. Evasion is 14k+ with permanent surgeon's Jade flask of reflexes.

Definitely not a portal waster, if you compare it to other barrage CoC builds around here I'd say it's quite survivable (maybe even more survivable than shatter chuck lite, because we have phase acro & atziri's step for reflect). The majority of Exiles and rares and bosses hardly ever touch me in melee range. It's hard to die if you play right.

@genida, I will add something about stats in the Gearing section. You don't actually require that much strength, a Heavy Belt will satisfy most of it..you just need STR for purity of fire. I used the Fertile Mind jewel while using levelling wands (put it in the jewel socket between Scion & Shadow) and then transitioned to knockback jewels with int jewelry at ~level 60.

QUICK NOTE ABOUT BARRAGE ATTACK SPEED BREAKPOINTS!!!!

I have tested the barrage attack speed breakpoint and it appears that 2.2 is no longer the breakpoint in 2.0. The breakpoint is the attackspeed at which Barrage + GMP is able to trigger 8 CoC procs with a single barrage. If your attackspeed exceeds the "break point", you will only be able to trigger 4 CoC procs per barrage, maximum (one proc from every other barrage projectile)

This is a slight problem for our build. If you exceed the attackspeed breakpoint, you will only be casting about 65% as many spells as you would if you were under the breakpoint. Furthermore, it means you will need more knockback chance. You will need approx 27% knockback chance if your attack speed is over the breakpoint, not the 20% listed in the guide.

In my own tests I have found that the new breakpoint in 2.0, is 2.05 aps.
If someone would like to help me confirm this please let me know.
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
Last edited by dariidar on Jul 23, 2015, 9:55:08 PM
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dariidar wrote:
"
Pjey wrote:
This build looks interesting. But I don't know about it's survivablity, sure push back is great, how does this build work in parties, and high level maps 78+->? Can It play ball there without being a portal waster?


If your party has an MF culler, or melee characters, it's pretty bad. You'll do just fine in parties with summoners and rangers (who already knock back mobs with King of the Hill.)

78+ maps - no clue, haven't been able to obtain one of those. I did a 76 map just fine the other day. Level 86, Magma Orb tooltip is near 5k with power charges & frenzy charges now (which is quite significant considering the amount of Magma orbs we cast per second, as well as the fact that Magma orb can hit twice). Life is around 4900. Evasion is 14k+ with permanent surgeon's Jade flask of reflexes.

Definitely not a portal waster, if you compare it to other barrage CoC builds around here I'd say it's quite survivable (maybe even more survivable than shatter chuck lite, because we have phase acro & atziri's step for reflect). The majority of Exiles and rares and bosses hardly ever touch me in melee range. It's hard to die if you play right.

@genida, I will add something about stats in the Gearing section. You don't actually require that much strength, a Heavy Belt will satisfy most of it..you just need STR for purity of fire. I used the Fertile Mind jewel while using levelling wands (put it in the jewel socket between Scion & Shadow) and then transitioned to knockback jewels with int jewelry at ~level 60.

QUICK NOTE ABOUT BARRAGE ATTACK SPEED BREAKPOINTS!!!!

I have tested the barrage attack speed breakpoint and it appears that 2.2 is no longer the breakpoint in 2.0. The breakpoint is the attackspeed at which Barrage + GMP is able to trigger 8 CoC procs with a single barrage. If your attackspeed exceeds the "break point", you will only be able to trigger 4 CoC procs per barrage, maximum (one proc from every other barrage projectile)

This is a slight problem for our build. If you exceed the attackspeed breakpoint, you will only be casting about 65% as many spells as you would if you were under the breakpoint. Furthermore, it means you will need more knockback chance. You will need approx 27% knockback chance if your attack speed is over the breakpoint, not the 20% listed in the guide.

In my own tests I have found that the new breakpoint in 2.0, is 2.05 aps.
If someone would like to help me confirm this please let me know.


I like this build and want to try it but am kind of a noob :p

How can i help confirm?
Thanks!
The way to confirm this is to test Barrage with a few Summon Raging Spirits gems.

Links: Barrage - GMP - CoC - Summon Raging Spirit

Whenever you cast SRS, in the top left corner you will see a number indicating how many spirits you've summoned. Now, in order to find the "breakpoint," we should try to find the maximum amount of spirits you can cast at __ attacks per second.

The old breakpoint was 2.2. So, if your attack speed was over 2.2, you could only cast 4 spells (spirits) per GMP barrage cast, at maximum (one spell every other projectile). If your attack speed was slower than 2.2, you were able to cast 5+ spells (spirits) per GMP barrage cast.

Report back with the highest attack speed that you're able to proc 5+ spirits per GMP barrage cast. It may take many tries. I found that, beyond 2.06 aps, I was unable to cast more than 4 spirits per barrage cast, meaning that with aps higher than 2.06 you are losing DPS. I'm hoping that someone can help me confirm this number.
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
Last edited by dariidar on Jul 24, 2015, 10:34:22 AM
I'm new to POE and stumbled across this excellent build. I just experimented at both 2.16 and 1.98 APS and I couldn't summon more than 4 spirits per Barrage at either level. Maybe my CoC is too low of a level? (6 / 55% chance) but it seems like eventually it would have gone off correctly. I currently dual wield and my methodology was just to remove my second wand lowering my APS. I tested on both lockstep and predictive. Is something else going on here? Would projectile speed influence the timing between barrage projectiles?

"
daymare00 wrote:
I'm new to POE and stumbled across this excellent build. I just experimented at both 2.16 and 1.98 APS and I couldn't summon more than 4 spirits per Barrage at either level. Maybe my CoC is too low of a level? (6 / 55% chance) but it seems like eventually it would have gone off correctly. I currently dual wield and my methodology was just to remove my second wand lowering my APS. I tested on both lockstep and predictive. Is something else going on here? Would projectile speed influence the timing between barrage projectiles?



Hey man thanks for checking. This is barrage GMP, right? Projectile speed wouldn't influence the timing. The issue here is the spacing between each projectile; each projectile must hit the enemy 0.05 seconds apart or longer (because CoC's cooldown is 0.05). If you increase projectile speed, the projectiles will move faster but the spacing in between each shot is still the same.

In order to increase the timing between projectiles, we need to slow down barrage's attack speed. So basically there's two trains of thought:

1) slow down barrage's attack speed so that each projectile hits every 0.05 seconds - allowing every single projectile to have a chance to CoC. In your case, you'd have to keep removing attack speed until eventually you can cast 5+ spirits.

2) If each projectile hits less than 0.05s apart then you will only be able to CoC on every other projectile (i.e. can only cast 4 spirits maximum). Overall, this is roughly a loss of 35% spell procs - in order to make up for this, you can make your attack speed insanely high. Note that if you choose to do this, you will have to increase your knockback chance% from 20% to about 27%, or take the Fending cluster (which will give the equivalent of 27% knockback)

If you're still having trouble proccing SRS, try using multiple SRS gems in the experiment setup. The SRS spell as a whole will still have a cooldown of 0.05 seconds, it'll just make it easier to proc 5+ spirits if you are indeed below the breakpoint aps.

I don't know why we're both having issues. I asked a few other people and they're having difficulty with 2.2 aps as well. I think that the arrival of 2.0 brought animation changes to barrage, and now things are all weird with the projectile timings. Perhaps the projectiles aren't evenly spaced out, either!
Mirror Arrow Summoner: https://www.pathofexile.com/forum/view-thread/1422529
Teleports Behind You: https://www.pathofexile.com/forum/view-thread/2123293
Magma Orb Deadeye: https://www.pathofexile.com/forum/view-thread/2736039
Last edited by dariidar on Jul 24, 2015, 3:12:23 PM

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