PoB ArchivesPoB Archives
Builds

Reacting to Jungroan's Double CoC VD. All constructive! :D

4 years ago41

by GryphenpreySubscribe

Fetching prices...

17.54M

DPS

4.03K

Life

3K

Energy Shield

Overview

Reacting to Jungroan's Double CoC VD. All constructive! :D is a Path of Exile Necromancer build by Gryphenprey, made for the Expedition league (3.15). It is centered on Detonate Dead and plays as a dexterity, spell, area, fire archetype. In Path of Building it reaches 17.54M DPS with 4.03K life, 3K energy shield. Suited for: Delirium, Delve, Harvest, Abyss. Key uniques include Martyr of Innocence, The Torrent's Reclamation, Rotgut, Rotgut, Rumi's Concoction.

Build Video

Gryphenprey's Notes

I was going to leave all this as a Youtube comment, but I figured this was an easier way to read a block of text. I try to be as constructive as possible with my criticisms. My goal is to see the build be better. I have added a tree labeled "Gryph's Adjusted Tree" to make comparisons easy to see. What I have done to gear: Added crit chance craft to Diamond Flask instead of 8% MS. In my tree I have Unwavering Focus+precise Focus Medium clusters jewels instead of the the Pressure Points+X ones. This is to get stun Immunity while channeling. *Note: Still need 20% avoidance SOMEWHERE. Can be 2 implicits from harvest or an Abyssal Jewel. Below are my thoughts from watching the video (basically my reactions/thoughts as the video progressed) My tree loses like 100-ish HP but has much more damage. LIKE A LOT MORE. It does lose some str+dex that need to be covered elsewhere though. (gear can cover this easily enough) I also get Undertaker notable which is a powerhouse. You should mention Soul of Gruthkul for 5% Phys Damage reduction at all times. -Helm Enchants - desecrate enchant is useless because we use spell cascade. It doesn't increase the maximum number of spawned corpses. Sadge. 45% chance for Detonate Dead to detonate an additional corpse is probably your BiS Damage Enchant as it is basically 45% more damage for that skill as it counts each instance of DD. That's 5 times with Woke Spell Cascade. -Life gain on hit for spells(alone) is suicide.There are too many non-spell hits(corpse explosions+cyclone). Need Ngamahu's Sign or Watcher's Eye -6% of damage taken recouped as mana craft on a ring will solve mana problems and let you drop the mana flask. I have no -mana cost right now and sustain just fine with this+leech -Kitava's Teachings is good, but imo worse than a rare jewel. It's just not that impactful in my experience. -The Wrapped in Flame Jewel should be combined with Cremator for corpse removal ideally. Also gives that satisfying POP sound when stuff dies :D -Necromancer does, in fact, make use of attack speed still as there is a cap on how much increased attack speed we can get from Corpse Pact. The breakpoint for your Detonate Dead + Desecrate is 15.14 aps and with Martyr you're not getting that high without a little help. (Note, action speed does not increase channeled skill attack rate) -Dropping the Vitality Watcher's eye means you have to drop a rare ring. Not worth imo. -You take Unwavering Stance so this is less an issue for you but you can consider Channeling medium clusterx2 for Unwavering Focus+Precise Focus. Unwavering gives 40% chance to avoid stuns while channeling. This is nice if you plan to make use of blind mechanics. (Evil Eye+Wish For Death Medium Cluster gives blind+culling strike for example. Requires you to have extra curse on chest and Flammability on hit ring though) -Inspiration Support in your staff seems odd to me. Takes almost 5 seconds to ramp up to full charges and you really don't need the reduced mana cost. Consider Hypothermia(corpse pact chills everything), Increased Critical Damage(about the same as Hypo but gets worse as you get more multi elsewhere), or Ele Focus(most raw damage/lose ignites on VD) instead. -Again, rare rings with LGOH for spells is a trap. This is something I learned from experience of playing this build for multiple leagues though. And worth mentioning that MOST of the time you won't notice it. But if you juice your maps at all or really do anything with high pack density you can off yourself pretty quick. I think the easiest place to see this is in delirium. -I think it's also worth mentioning that not ALL corpses spawned by desecrate are going to be your spectre corpses. They are just added to the pool of monsters. IE: if a map has 10 different mob types, desecrate will generate from a pool of 12 different mobs. So the damage on paper is a lot lower than it looks. Unless you're doing things like Cortex. Then the boss gets freaking deleted. Also Volatile Dead corpse explosions are quite small and do not overlap very much. The shotgunning for VD comes from the spell side of the skill with the actual balls. DD will overlap nicely though as its AOE is massive for both spell+corpse explosions. As for movement speed...Yeah, I used to rely on Smoke Mine+helm enchant in previous leagues before the nerf. I have Elusive boots with tons of resists and it feels fine. Leap Slam feels great for maps because of the insane attack speed boost from Corpse Pact. bad for bossing though. This lets me kinda skip on some of the bigger movement speed boosts. This is a personal preference. Budget-ish boots for speed would be Stampedes. These are great for lower budget mobility as 50% MS Cyclone is actually pretty fast overall. Oh and Divergent Cyclone gives 5% *more* movement speed Mr. Zoomer. =P If you made it this far, kudos. I know that's a lot of reading. My final thoughts are this: I like what you've done with the Double CoC idea here. But I don't think it's as much extra damage as you think/state it is. Every .86 Seconds you get 1 cast of VD. This VD will try to consume corpses that you have generated already. Desecrate Spawns 10 max. Detonate Dead Consumes 5. At any given time VD will only consume 5 corpses OR take corpses away from Detonate Dead (which hits a bit harder) As I've also previously mentioned, the corpse explosions on VD have a small AOE and do not overlap well and are not always consuming a Stoneskin Flayer or Lithomancer. So that 300k corpse explosion hit ends up much much lower on average (depending on content ofc) To me, the trade-off for losing 6 sockets is a bit harsh. WHAT I DO LIKE about it though: Adds great clearspeed to Detonate Dead CoC, which otherwise struggles a bit with smooth pack clearing. Homing Fireballs are great at cleaning up packs DD also ramps up a bit slow compared to VD, so having the extra corpse consumption makes this faster. Worth noting the Helm Enchant for 45% chance to detonate an additional corpse helps with this a lot as well. It's two CoCs. Some people just like it that way. =P I think that's just about everything. At least for now. There is so much depth to this build and I'm very happy to see someone with a larger audience give it some attention as it really is the most FUN build I've ever played or created. Thanks for reading my essay! Hopefully you can glean something from the blob of text. -Gryphenprey ( https://www.twitch.tv/gryphenprey )
Loadouts

Gear

Martyr of Innocence
Carrion Guardian
Fate Shroud
Eye of Innocence
Eagle Circle
Maelstrom Grasp
Vengeance Palm
The Torrent's Reclamation
Hypnotic Slippers
Kitava's Teachings
Sol Bliss
Replica Reckless Defence
Behemoth Chant
Transcendent Flesh
Spirit Essence
Glorious Vanity
Sol Splinter
Rapture Desire
Hotheaded
Thread of Hope
Brood Creed
Blight Ruin
Watcher's Eye

Skills

Body Armour

  • CycloneCyclone20/20W
  • Awakened Cast On Critical StrikeAwakened Cast On Critical Strike5/20W
  • DesecrateDesecrate21/20W
  • Awakened Spell CascadeAwakened Spell Cascade5/20W
  • Detonate DeadDetonate Dead21WMain
  • Increased Critical StrikesIncreased Critical Strikes15/20W

Weapon 1

  • Volatile DeadVolatile Dead21W
  • InspirationInspiration20/20W
  • Cast On Critical StrikeCast On Critical Strike20/20W
  • Awakened Spell CascadeAwakened Spell Cascade5/20W
  • Increased Critical StrikesIncreased Critical Strikes20/20W
  • Awakened Fire PenetrationAwakened Fire Penetration5/20W

Weapon 1

  • Vengeance15W
  • InspirationInspiration20/20W
  • Cast On Critical StrikeCast On Critical Strike20/20W
  • Awakened Spell CascadeAwakened Spell Cascade5/20W
  • Increased Critical StrikesIncreased Critical Strikes20/20W
  • Awakened Fire PenetrationAwakened Fire Penetration5/20W

Helmet

  • VitalityVitality1W
  • PrecisionPrecision20W
  • DisciplineDiscipline20W
  • Flame DashFlame Dash20W

Boots

  • Ball LightningBall Lightning1W
  • Cast when Damage TakenCast when Damage Taken1W
  • Culling StrikeCulling Strike1W
  • CombustionCombustion20W

Gloves

  • Bone OfferingBone Offering20/20W
  • Cast when Damage TakenCast when Damage Taken20/20W
  • Assassin's MarkAssassin's Mark20/20W
  • Wave of ConvictionWave of Conviction1W

Ring 2

  • Raise SpectreRaise Spectre21W

Ring 2

  • Aspect of the Spider20W

Belt

  • Summon Greater Harbinger of Time1W

Passive Tree

Passive tree 3.18
scroll to zoom
Necromancer
Necromancer

Character Stats

Defence

Life
4.03K
Energy Shield
3K
Mana
283
Armour
1.61K
Evasion
18
Block | Spell Block
75% | 32%
Ward
0

Resistances

Fire Resistance
75%
Cold Resistance
75%
Lightning Resistance
75%
Chaos Resistance
-40%

Offence

Total DPS
17.54M
Crit Chance
97%
Crit Multiplier
482%

Attributes & Utility

Strength
107
Intelligence
244
Dexterity
111
Movement Speed
176%
Item Rarity
6%