Theory tag because I have a PoB and no character to actually show it with. But I've tested the mechanics, and know they work. The question is whether or not my PoB is accurate. Where does the come from? The idea is that buff up , you spawn all your worms, throw the beartrap on your target, then use call of steel 4 seconds later. To do some math: PoB reports that the total stored damage of our Impale is 1 million. The Impaler inflicts 4 additional impales, so each beartrap is 5 million damage in an AOE. With 5 worm flasks and a bit of reduced flask charge
155m damage Beartrap Wormblaster
Bear Trap of Skewers·Champion·Mapping·Bossing
348KDPS73.8KEHP2.33KLife~3.2
Budget
TL;DR| Pob link here: ---|--- Quick Explanation | A level 24 creeping frost skill gem is used to simulate the expected damage of a level 20 FB skill gem (based on comparisons with Searing Bond.) On Shako, I've added a 410% more damage over time modifier to simulate the level 30 version of the skill (based on searing bond's scaling.) There is a non Shako version under the Default tab, which is just a down-grade in practically every regard. Both use Supreme Ostentation, because league reasons. Build is fully built, but not optimized. There is almost certainly better
Manic early Frigid Bond Pobing/theory crafting
Creeping Frost·Occultist·Mapping·Simulacrum
3.86MDPS32.9KEHP6.15KES~6.8
Budget
Update to my Armageddon Brand Recall Nuker.
Armageddon Brand·Hierophant
10.8MDPS80KEHP5.09KLife~20
Budget
After some amount of math, the current "less" damage needed to see the unatatched damage is ~28%. This is meant to counteract the "more" damage multiplier from attatched hits that arma brand has. That being said, the extra 2 hits in single target that we get in due to our cast speed -will- have that damage. So, when calculating DPS, get the damage of the 2 attatched brands by disabling the configuration. Call this "A" Then, get the damage of the 7 unattatched brands by enabling it. Call this "B" Then, divide 1 by the brand recall cooldown time to get our effective cast rate. Call this "R"
Armageddon Brand recall nuker
Armageddon Brand·Hierophant
9.8MDPS66KEHP5.4KLife~19
Budget
-Important Update- As it turns out, the wiki is misleading when it says that "Rallying Cry can have an indefinite number of hidden stacks active, of which each loses its duration naturally, but only the strongest one is shown as active buff" I interpreted this as mean multiple warcry buffs could be active with only the strongest one showing. What it actually means is that only the strongest Rallying Cry buff is applied at any given time. When the duration expires, then it is replaced by the next strongest warcry. I have tested this using second wind Rallying cry and summon spect
Iron Mass Champion Build refinement.
Summon Skeletons·Champion·Mapping·Delve
9.16MDPS119KEHP4.42KLife~8.4
Budget
This build revolves around running around with reverse knockback cyclone, blowing things up with Molten Shell, triggered with reflected damage from Hiltless and Defy Pain. Transcendence is necessary, because otherwise, a pathetic ~7k phy hit from defy pain would only tickle the molten shell. In PoB, this build is near-immortal with enough damage for end-game content. Super fast boss kill speed when you can get Vaal molten shell up. The only thing strong enough to kill it, is itself (or any other large phy hit while molten shell is down.) But I have some concern
Am I missing something that could make this build unplayable?
Vaal Molten Shell·Berserker
6.38MDPS6.57KLife~21
Budget
