[2.6] Wormageddon - Pathfinder (Herald of Ice)
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The following guide contains scenes of exploding worms. Viewer discretion is advised. https://youtu.be/JDUKQGia-RQ Montage https://youtu.be/GUiF_mb0l5w 81 plateau map How things work: Herald of ice is part of a 4L (5l including the essence mod) casts 2 enemy worms, which when hit with cold damage, explode (Herald of ice) is used to trigger multiple CWDT gems with low level skills that do cold damage and kill the worms. allows the build to regain flask charges when hitting worms/ enemies. Provides 100% increased flask charges gained during flask effect. This is further increased by flask effect nodes. Additionally, nodes on the skill tree, and the pathfinder class also provide "increased flask charges gained" to maintain constant flask upkeep. Because of the extreme AoE, Herald of ice explosions overlap, and even chain off screen. Massive freeze chance is obtained using: as well as the pathfinder's 20% while using a flask - which adds up to 65% not counting jewels. Throw in Frostbite - and u get 78% chance to freeze Pros/Cons
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+ Lots of explosions (chains off screen) + can do reflect + near infinite life potions -can be graphically, emotionally, and physically intense -bosses can be rather slow -not so good vs guardians Gear:
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Jewels: potions: Gear Explanation:
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- additional 6l, provides huge critical strike chance, life leech, and some additional flask charge gain - pretty much mandatory - helm with 30% more elemental damage to socketed gems. Life and resists are a bonus. 30% hoi mana reserve enchant allows the build to run 1 blasphemy curse - provides increased AoE (which is absolutely needed) as well as life and resists. - great item for extra ignite damage - surgebinders are a great alternative. - movement speed, life, resists, and most importantly - the cold damage enchant which also applies to herald of ice! - life, resists, and 20% reduced flask charges used. Best mod for the build. x 2: Together they provide 20% freeze chance, as well as 80-120 cold damage which is applied to herald of ice. - 10% chance to freeze, substantial cold damage. Jewels: ***Look for jewels with cold damage and increased damage and life.*** 1) The Green Nightmare is great because it provides additional dodge, huge frenzy charge generation (which makes phase run last forever) and also adds a little damage. This jewel is not mandatory but is worth it if you can afford one. 2) Izaro's turmoil - provides cold and fire damage, as well as freeze/ignite chance Alternatively, if you want to go full glass canon, you can run 9-10 grand spectrums. You lose around 35% increased maximum life, but gain a fair amount of damage - which is also applied to ignites. (405% - 500% increased damage with legacy GS) Skill Tree:
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Wormageddon 2 Bandits: 40hp skill or frenzy charge skill Pathfinder Ascendancy: 1) nature's adrenaline 2) master alchemist 3) veteran boywer 4) Nature's boon Flask Stuff:
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As we all know, GGG decided to nerf the shit out of The Harvest and similar mods which provide flasks on critical strike. - All mods of this type share one global cooldown of being able to gain 1 charge every 0.2 seconds. So here is a breakdown of the flask mechanics. Pathfinder ascendancy provides a lot of buffs to flasks. 1) Veteran Bowyer - killing a monster afflicted with status ailments provides 100% increased flask charges gained (this is not applied to worms) 2) Nature's Boon has a 20% chance to not consume flask charges on use. It also provides 1 flask charge every 3 seconds to ALL FLASKS, which can be buffed by "increased flask charges gained" mods. 3) Skill Tree provides 40% increased flask charges gained (and another 20% from pathfinder nodes) as well as 15% reduced flask charges used. 4) The Overflowing Chalice unique flask provides 100% increased flask charges gained (this applies to natures boon too). This flask is also affected by flask effect mods - making it 120% increased flask charges gained. 5) Belt provides 20% reduced flask charges used. Killing Monsters Monsters are pretty much always chilled/ frozen, meaning they provide 100% (Veteran Boywer) + 120% (flask) + 60% (skill tree) flask charges. This is a total of 280% increased flask charges gained when killing a monster. Nature's Boon 1 flask charge every 3 seconds is multiplied by 120% (flask) + 60% (skill tree) for a total of 180% increased flask charges gained. It appears to provide 3 charges every 3 seconds to ALL flasks. The Harvest 1 flask charge is gained for 1 flask every 0.2 seconds pretty much. It isnt much but every flask charge counts. This affected by "increased flask charges gained" which means each crit provides 2.8 flask charges. "Reduced flask charges used" 20% from the belt, 15% from the tree, and worm flask has up to 20%. a perfect 20% writhing jar uses 16 flasks which is then reduced by the 35% from our gear and skill tree. This work out to be 10 charges per use. The pathfinder also provides a 20% for flasks to not consume charges. Videos:
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https://youtu.be/yhnwWhO79yU - abyss map https://youtu.be/GUiF_mb0l5w - 81 plateau https://youtu.be/JDUKQGia-RQ - montage Notes:
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This is the second version of Wormageddon. The original build was done on Assassin pre-essence league and is no longer viable.
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https://www.pathofexile.com/forum/view-thread/1662643
The harvest mod "Gain flask charge on critical strike" is not enough to sustain flask charges alone, it requires the use of "reduced flask charges used" and "increased flask charges gained" mods found on items and skill tree. Burn Calculations
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Burn Calculations - damage that affects burn from Herald of Ice 100% from gear 66 from tree 62% from jewels = 228% inc dmg total 30% more - helmet mod 40% more - Elemental overload 16% more - frenzy charges (4) Total = 86% more damage multiplier grand spectrum calc: 666% inc dmg total (with 10 legacy gs) Estimated average damage per hit with HoI is 7-9k using hypothermia and rare jewels - and assuming the monster is chilled. 8k x 0.2 = 1600 1600 x 3.28 = 5248 5248 x 1.86 = 9761 burn damage per second assuming a monster has 40 fire resist, 9671 x 0.6 = 5856 burn dmg per second for 4 seconds. so against a 40 resist monster, Hrimmburn technically adds another 20k damage Vaal Righteous fire damage: vaal rf 7k base damage increased dmg: 60% amulet 50% area damage (skill tree) 26% ele damage (skill tree) 40% inc dmg (jewels) 48% (chalice) total = 224% 3.24 x 7k = 22680 More Multipliers: Conc effect - 53% Ele overload 40% controlled destruction 44% total = 137% 2.37 x 19320 = 53751 damage burn = 10750.2 x 3.24 = 34830 34830 x 1.93 = 67223 damage per second Main characters: Deep_water - AnomaIy - Artica Build guides: https://www.pathofexile.com/forum/view-thread/1602863 Editado por útlima vez por DreamScythe#1384 en 23 abr. 2017 18:33:57 Reflotado por última vez en 19 abr. 2018 19:47:30
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IS it able to sustain flasks without hitting any mobs?
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Hi. Possibily a stupid question, but wouldn't Master surgeon ascendancy be really nice or is it neutralized because of the similar effect of the Harvest ?
Would love to try that one, I had a lot of fun with wormblaster. |
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If it's not a joke. Pretty sure I seen Discharge icon in the video. Also you might want to consider The Magnate for 50% incr. flask charges gained.
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" no, im afraid that version was nerfed Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863 |
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" Master surgeon shares the same cd, and doesnt provide as much as the harvest + master alchemist Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863 |
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" I was testing out different things to use for the 6L chest. One was discharge, another was firestorm. The belt I currently use works better than the magnate Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863 |
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Right... this is when u say "April Fools!"
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added a flask section with some technical information.
Main characters: Deep_water - AnomaIy - Artica
Build guides: https://www.pathofexile.com/forum/view-thread/1602863 |
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Nice build! Good to see the Writhing Jar making a comeback :)
A couple notes on your flask section: First some math (I like math): On killing a normal mob, you get 1*(1+.6+1+1.2) = 3.8 charges; in other words, killing 1 pack of normal mobs mostly fills up all your flasks. Nature's Boon provides (1/3)*(1+.6+1.2) = .93 charges per second, to all flasks. Surgeon's provides 5 charges per second, to 1 of your 4 active flasks, = 1.25 base charge per second per flask (Chalice can't gain charges during its uptime, it's a separate case). With charge gain bonuses (which do affect surgeon's), that turns into 3.5 charges per flask per second. So with Nature's Boon, I guess that's about 4.5 charge/s to each flask. Lastly, the "reduced charges" from the tree stacks multiplicatively with Writhing Jar's local modifier, not additively. Think of it like a global vs. local modifier. Writhing Jar uses a base of 16 charges, then your reductions turn that into 10 charges. With Nature's Boon's extra uses, that means you get an avg of 5 uses per Jar. Again, cool build, can't wait to see more videos! builds: https://www.pathofexile.com/forum/view-thread/1663570/
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