Popular Niroc skills: Armageddon Brand, Venom Gyre, Vaal Molten Shell, Triggered Summon Phantasm, Summon Skeletons, Rage Vortex.
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
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
123.86M
DPS
32.9K
EHP
6.15K
ES
~6.8![]()
Min Budget

Update to my Armageddon Brand Recall Nuker.
9810.84M
DPS
80.01K
EHP
5.09K
Life
~20![]()
Min Budget
Right before patch notes, I figure I'd share another build I've been working on. One unlikely to get bonked, because it's so off-meta. Note that this isn't the final PoB, and more optimizations are in the works. The question of "how many blades" can I generate per-second has always been a fun to explore with Venom Gyre. But recently, I realized I was asking the wrong question: Just how many of the returning projectiles can I get to hit? This build can hit a single solo enemies with approximately 84 Returning Blades per second. Pob here: Explanation below.
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"
I've once again re-lapsed like a Spiderman villain. Putting on his yellow spandex to rob a bank with his latest invention, one part to pass the time, another as quite cry for help. Anyway, here's the PoB, explanation below. The TL:DR is that we have 5.83m dps (ignore full DPS), ~~and more than 36.7k life regen, but are vulnerable to true one-shots.~~ Warning: do not play this. It isn't worth the investment, and it's untested. It works in theory, but don't do it unless you already have everything you need and want to have some fun. What am I even lookin
-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
The idea of this build is simple: Use the reworked Chainbreaker, combined with flat mana regeneration and %increased mana regen to sustain not only blade vortex, but also have high-uptime on berserk. Edit: Forgot to mention: I have verified that your mana regeneration is not nullified while you have blood magic, and still scales with %increases to mana regeneration rate according to the character sheet. There are technically 3 options here. The Champion, Berserker with Pride, or Berserker with Determination. Pride berserker is the highest dps, champion is middle ground, and Determination
Two very angry builds: Rage Vortex Chainbreaker Champion/Berserker.
83.43M
DPS
62.27K
EHP
3.31K
Life
~2![]()
Min Budget
Update: New pob. TL;DR: A lot of scaling doesn't work as intended, we crit ambush now. Estimated damage is 2.2m on average, with a possible ~200k plague bearer. Basics of how it works - Step 1: Curse target boss with Despair and apply wither. Step 2: Ambush to the target. Step 3: Spawn worms with flask (1 use is enough) and drink diamond flask. Step 4: Focus if you can. Step 5: Hit the worms either manually or with "stike additional nearby enemy." Step 6: Maintain wither and Despair until ambush is available again. Then repeat. Worms spawned from fla
Concept needs re-work. Read comments for explanations. Disclaimer: This build is completely untested, hence the theory tag. All I have to go off of, is what the wiki says about life flasks not being removed on full life. I unfortunately don't have the time, resources (see: PoE friends,) or items to test out to what extent this build does, or does not function. If everything works the way I think it does, this is easily one of the most broken support builds out there, but I am not confident on all of the mechanics. Take everything in here with a grain of salt. I'm not trying to sell
Druggery Pathfinder: World's best drinking buddy.
563.71K
DPS
-
EHP
4.21K
Life
~19![]()
Min Budget
Edit 1: Swapped out combustion for Inspiration in the name of consistency. Unset ring added for summon skeletons to get maximum channel casts. Edit 2: Here is a level 80 poverty build version as well. Edit 3: Non-herald, ignite proliferation versions of the build are now up. See bottom. --- I typically make off-meta meme builds, but this time I stumbled upon something really special to share. To cut to the chase, check out the late-game version of my build: Here is the level 90 version with less expensive items: ht
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?
16.38M
DPS
-
EHP
6.57K
Life
~21![]()
Min Budget