#Magma Miner
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Not sure about other players experiences, but I did not like MM at all. I found the heat mechanic to be useless most of the time, so ultimately just ignored it in favor of other more reliable mechanics like bleed and burn. I haven't tried Mosscloak yet, but as of right now MM is the bottom of my list.
I have to disagree, I only did a few runs with MM but Heat let attacks scale really well and I absolutely wrecked the enemies.
If you take the augment that gives you 3 uses of your 1, it's very easy to build up heat to do more damage and get a bit more shield for survivability. It's pretty passive too, so unless you're using the teleport, heal, or shield binding, you should be building heat with every other skill.
ah, maybe that's the problem then, I pretty much always take teleport, heal, or shield if they're available, ideally 2 of them at the same time.
Ideally using your 2 to move and do damage at the same time is the perfect way to reposition. I think there's an augment to reduce the cooldown by 1 and that helps a ton
I'm struggling with this guy a little bit. (First battle of the run btw)
Heat is absolutely insane. If the weaver had the heat ability with threading, it would actually be powerful. Love how the MM ramps up damage on hits, and how all of the abilities synergize with it. The class is immediately strong, straightforward to build, and just plain fun.
Heat isn't even the strongest build lol
Detonate with Flash Fire and some CDR is bonkers. I've done over 20k damage with one hit before.
Greatly enjoying this class. He has a lot of different builds he can do, between high damage bonks with high mobility, massive amounts of damage on crush, or empowering secondary bindings with his ability power. Alternatively, you can play him very defensively, using non-damaging bindings to reset heat to 0 and stack up more block once it hits 5 again. He is super versatile and loves lower cooldowns and cost on any of his abilities, because he already has the damage part covered.
my most played class, personally really enjoy the straightfoward playstyle. The ascended/upgraded abilities all feel really nice and offer good variety in breaching out to different playstyles (haven't checked the upgrades of the standard bonk so dunno about those ones)
I would say that's the problem with the class. You need very specific rare upgrades for it to work.
Overall the class is good, both the dps version or the burn version, but the passive is just utter trash 90% of the time
I don't mind the passive personally, if you're a newer player he's easy to learn and you can pretty much ignore the heat mechanic but once you start getting into ranked and such you can begin to use it to min max. At least that is how my experience with him went, last run I did I was actively playing around the heat stacks on the last boss 🙂 I think it's healthy for the game to have some of the starting characters be pretty straight forward, I feel that way about Obelisk too
magma miner is still the only class I've not been able to get a win with. Got close once, but just couldn't deal enough damage before the last boss chipped me down.
how are you trying to scale damage?
the run I did best with I was using burn and heat mostly. Had extracting on a couple abilities to provide extra attacks and a smite item once per turn. Got close, boss was down to like 1/8th HP before it killed me.
generally my experience has been that about half the runs with magma miner I'm dead before completing the first level (usually somewhere around island 3 or 4) depending on how lucky I'm getting with augments and items. The other half I'll make it almost to the last boss or to the last boss and then get flattened because I can't kill enemies faster than they chip me. In particular the purple goop they drop on the floor tends to end a lot of my runs because enemies like to stand right in the middle of all of it making them really hard to hit.
Magma miner and Obelisk are the two classes I feel like I can't ever lose on. I'm curious where our decision making is so different
They both coast through early game super easily, and magma miner especially feels like I could blind pick half my upgrades and I'd still be able to win, on silver 2 right now
If you look at what magma miner has in his kit: he has a high base damages in general, as well as inherent ability power scaling.
His defensive qualities aren't exactly lacking, but generally his defense comes from being able to very easily kill the small adds that spawn, as well as eliminate one huge target with Smash.
Burn is likely not as good as you think it is on him, especially without synergies, because his scaling comes from ability power that you lose at the end of the turn
If all your late game damage comes from burn, you should really have the Detonate ascension, or the one Incindiary ascension that trigger burn damage as well
But, I generally find that you don't need to do anything fancy on him, since his bases are high, and he has built-in scaling, you could probably JUST take every + damage augment on your abilities that you see.
Magma miner really likes one of your extra bindings to be a big aoe, just to build up 3-7 heat at the beginning of the turn. Chain Lightning is busted on him, because it not just scales heat super quick, but also let's you perform pseudo-crits on Smash
Early on it's almost always down to range issues. What almost always screws me is enemies standing in the middle of puddles or giant packs of AoEs which I can't hit unless I wander into the dangerous areas. If I can find a binding with some range that usually will save me, but if not and I run into the wrong enemies that typically does it. I haven't used shock on him yet, only burn and bleed so I'll have to try that.
I have personally found that Invigorate is the worst binding to take on him, as he has it built into his kit, so it has diminishing returns, but also it resets his heat, making it often turn into:
Spend an energy, lose damage
@solemn idol it would definitely be enlightening to see your first augment options/choice + first relic choice
bonk's range is just long enough to hit enemies in puddles without standing in the puddle yourself. equally, leap's AoE is large enough that you can leap to the side of a puddle and hit enemies in the middle.
for areas of scary AoE damage, the approach I tend to take is to leap to somewhere near the edge of the AoEs but where I can still hit enemies, then use 0 cost moves to wiggle out as I deal damage
That's how I do it as well, Viper
Lightning storm on him is also definitely easy mode, because then smash turns into your aoe clear of choice
it's amazing how much different playstyle instincts matter. I'm the exact same but I think it's because I naturally favour being slightly tanky, whereas something like moss I struggle to do well with whereas other people find it easy.
Moss always feels a little dicey on runs to me, especially poison moss
I struggle a bit with moss as well, but his 3rd ability is just straight broken late game being able to one shot nearly everything. I was chunking like 1/8 of the final bosses HP per hit with that thing
I think the classes I struggle the most with are Clairvoyant, followed by Weaver. Clairvoyant I think requires slightly too much setup to enable the base kit, and weaver feels like it often has this struggle in the midgame where your augments are only really good with particular ascensions, and those ascensions are only good with those exact augments.
OK, just started a new run with MM... for my first augment all 3 options kind of suck being +45 damage on smash, 3 stacks of burn on leap, or +10 crit chance on bonk... I'm inclined to go with either damage on smash, or the crit chance. Previously I probably would have done the burn on leap, but going to try avoiding burn this run.
I think I'll go with the smash damage
I really like the smash damage one
honestly any +flat damage augs early in the game tend to be good on most aspects
hmm, and vestige options are interesting... rarest one is 35% more damage on dazed enemies, but I feel like opportunities to inflict dazed status are kind of limited so that feels like a risky pick. Previously I probably would pick up Seatrickle which is +1 magic damage and 25% chance on defeating an enemy to gain 1 will, but I think this time I'll go for Twin Fangs, +25 crit damage, +5 crit chance on binding use until crit
3 stacks of burn on leap is really nice if you focus towards a burn build
see, this is what I'm talking about with range issues... thankfully I'm not in range of anything currently, but bonk is just too short
you're not taking any damage this turn though! and you can use your remaining will by walking over to the one on the left and finishing it off with bonk
With these AOEs, I like to leap into them and deal damage, then inch out of them or spend my last will to just walk out of it
Leap is good to weaken enemies and get into a good spot to smash them or bonk them dead
Talked about Bonk in response to a weaver post haha
@solemn idol the +5% crit chance per binding use is incredible at any stage of the game, and if you have that, it unlocks any number of crit synergies builds
Yeah, that particular fight I was able to finish everything off the next round, but it's very typical of situations I've run into where I couldn't actually hit anything and was forced to just soak damage. Where it causes problems tends to be when that happens multiple fights in a row early on before I've got any good ways to recover HP and Ill go into a fight with like 12 HP remaining then get one shot by something. It's all RNG though, sometimes it happens, sometimes not, but the range on bonk is really frustrating as I feel like he's the only class that doesn't have anything longer range than that from the start. Obelisk would be in the same boat except his 3rd which is just a straight global damage on use.
If you're often not in range to hit things properly with those two classes, you are either not "wiggling" properly, or you're not using your movement spells smartly
yeah it's quite hard to give specific feedback about that without seeing the situations unfortunately
but I definitely don't often find it a problem on miner. really only against Rhinferno
If you can, taking a screenshot of each turn and saying what you did could help people give some more specific advice too!
hmm... OK, first binding choice this run... pilfer, poison vapor, or shield wall... previously I would 100% have picked shield wall, but I'm thinking maybe poison vapor? Not sure, the magic damage synergy seems wrong on MM.
Shield Wall can help if you want to be aggressive with your kit, but it may be hard if you don't have enough damage yet.
I would reroll lol
shield wall is ok but ideally I'm looking for chain lightning, cleave, afterimage, incendiary
more open to shield wall or restoration for second binding
or if rerolls are unkind
I'd reroll, but if I didn't want to reroll, poison vapor is the only consideration
ugh... rerolled and now it's incendiary, restoration, pilfer.... thinking restoration since I'm trying to avoid burn
Incendiary is good!
Although if you want to avoid burn, you could pick up restoration or pilfer too. Pilfer can upgrade to mug, and would allow you to get a good carver stop early in stage 2, but you need to be confident that you can take the next fights with your base kit
I think I'll go restoration and hope that my next binding is something better... also hopefully I'll get either the augment or upgrade (forget which it is) that gives restoration a stacking regen
I'd maybe even put Cone of Cold above Cleave, although cleave is kind of busted too, it feels like
Cone of Cold and Poison Vapor both have the epic tier augments that give 25% bonus damage to everything(effectively), so they can enable your need for aoe, while also providing early game damage, while also being a big source of scaling damage later
What about jinx? I'm facing the choice between jinx, poison vapor, and incendiary. Poison Vapor seems like the best option, but I've not used Jinx much so it might be really nice with the right upgrades or augments but I'm not familiar enough with it to really know what those might be.
in theory I like jinx in any crit build
in practice its damage is a bit on the weak side right now but it's not that bad, plus the vortex ascension is very useful for miner if you get oversized smash
I am aiming for a crit build right now, so I think I'll try it
I feel like jinx got super heavy nerfed since the beta
I really liked it as part of the setup classes, as another payoff for hitting things, but now it's just a payoff for already being good, and often looks like overkill, except in party play
If you're already killing everything to charge Dread, then why do you need Jinx to kill things? It feels pointless
I've only found Jinx particularly useful in situations where I needed to kill something I couldn't reach as a melee focused build.
well, there goes my first win with MM. Going for crit and picking up some very good items seems to have done the trick. In particular I managed to snag counselor's ledger early on and got the upgrade for tantrum which was just super OP. Then I got bone calcifer and softened wispit which let me scale throughout the entire final fight.
I've had the best luck with MM going burn build, it gets really crazy once you start upgrading your bindings
Burn build so far has been the highest yielding build I've had the pleasure of trying one turn most all mobs and flash fire helping clear even the beefiest of foes fried up like some steakums
Yep. Burn with Detonate/Wildfire has trivialized a few runs for me. In solo runs it has been by far the most effective approach I've found.
So, i just found out that Brand of the Frostshade pretty much wins the game alone if you can find it in zone 1
By the end of the run i had +71 fire damage on it with absolutely random stuff and augments, phasing everything with a single autoattack
yeah, all the vestiges that stack buffs (without a cap) are really great if you can pick them up early on like within the first few fights.
also can't go wrong with money build + chain lightning
use the money to stack up on passives, use chain lightning to shock and wack them with your strongest move
Oh yeah, I had a run earlier today where I got two of them fairly early on, it was a steamroll
Discounted Leap is enabling a lot of broken combo stuff. Pretty easy with that+any number of CD stuff (Quick Leap, Whistle, Paradigm Shift, Mirrorspire Pact)+anything that generates will (Cultivate, Malformed Tracing) to get infinite leaps. I've been able to assemble this type of combo multiple times with various pieces, and it hasn't even been a huge opportunity cost since these are all good outside of this specific combo as well.
Frost/Burn MM has become my favorite build to shoot for
It's incredibly satisfying to convert all your abilities from physical to magic and just become a powerhouse
Looks like not a ton of people play MM but I think this may be over tuned
Whack A Bonk on spark is really strong and can be stacked further
I was putting 50+ stacks of burn on bosses and its just ate the whole run lol
By that point aren't you supposed to be rolling in power? Whack-a-Bonk is an Epic augment, so it should make Bonk epically powerful when you get it.
Yeah I suppose thats true, just feels like a must most of the time is all
There are a couple of augments/ascensions that feel very "best choice", but they are also super fun when you have them
(Pulling Constriction on Weaver is just so fun)
it clearly overtuned
with some luck it possible to get this combo on the first book
and it's the best way to stack burn currently
compare jump with cooldown 2, common burn 3 and ascension burn 4
with bonk with uncommon/rare giving 1 burn, and then ascension giving 5 + whak-a-bonk
Yeah its pretty nutty
Thats why I wanted to say something
damage gets pretty unreal even with out that much luck
what do you think the best trinket on magma miner is?
imo:
for a Burn build, Blaze of Brigid;
for a Kwillings build, Emblem of Entreprise;
for an aggro one, Blessing of Misplaced Nobility. It can help you scale your Ability Power a lot, alongside Heat it's very poweful
Hey!
I'm struggling hard on magma miner, I got to deep dive 20 playing different aspects but often die in act 1 on miner, I feel like I get overwhelmed a lot, or my damage just isn't high enough.
Anyone got any tips?
burn or nah, good trinkets, augments etc.'
- No matter what you do, always try ending your turn with 5+ heat stacks.
- I find burn is the most reliable. 1 -> spark. 2 -> comet/crater.
- Draftables are often incindinary/jinx/poison vapor/smoke bomb/lightning + anything or any combination of those 5.
- Look to ascend to Incinerate/grim vortex/toxify.
- Whack-a-bonk (1) is your #1 prio for purple augments. Discounted leap (2) is nice as well.
- Almost never use 3 unless for a specific reason.
Just cleared on 20 :]
congrats!!
Why are people recommending burn builds so highly? I feel like the inability to kill enemies before they attack with burn makes you take a lot of damage.
I usually have the most success with crit builds taking the shield augment on the leap and trying to get its cooldown reduced over and over. Havent tried burn too much though curious to hear others recommendations on why burn works.
because burn scaling faster than flat damage, easer to build than crit build, have strong trinket and very powerful related ascensions
it's not that hard to build enough burn to one-turn everything, bosess included
after certain burn treshold is reached, you don't even need any additional attack power or anything
and can focus on survivability
Burn obliterates bosses
I don't actually know how good it is on MM though
Anybody have any suggestions for MM Trinkets?
Status update: Blessing of Kwills is amazing. Highly recommended; it lets you hit Extracting Bonk and Shielding Leap very consistently.
never thought of that!
I'd give it a shot; consistency on Shielding Leap is amazing for book 1
I tried it! got a crazy damage run, it's pretty good
:]
thanks 

bless burn magma miner - overusing it got me finishing a solo 20 easily, just as I hit 70!
shielding/dazing leaps were MVPs for me. I usually opted for incinerate/dread jinx for as much upfront damage as possible, and opted for orb/heat generation on bonk
I often took the +45 damage on smash just to get past the early game - being able to nuke priority targets early helped save a lot of HP, and I found on most runs I stopped using smash very often late game. My level 20 run was incredibly scuffed - I got none of the skills or augments I wanted, but it's a testament to the power of solo MM that I somehow limped past the finish line!
what trinkets you use?
this was pre-vestiges, sorry! I think burn magma miner isn't as strong now though it was still serviceable - I got my solo 20 for magma miner post-vestiges on a pretty scuffed first attempt - but i used an ambusher + burn set
I used the burn trinket then, but I would probably use gunk or rose these days
MM is the Only aspect I cant really get into. What builds are strong with the updates
yea what's the current MM meta now?
Hit things hard -> win
Whenever I play him, he has the simplest builds in the game
You get damage to kill things fast, and then you get some defenses because you can't always kill everything
Most losses with him include when I don't take armor on jump
that applies to like almost every aspect (kill fast enough, don't die while doing it)
how about specific vestige builds, drafted bindings, augments, ascensions, trinket choice
even if magma miner is tagged as negative difficulty people still wanna know specifics
most drafted bindings are good magma miner, maybe except for invigorate due to how it counter synergizes with itself (call for arm ascension is great but you cant bank on getting that ascension)
my top picks are probably:
- Grasp , - great synergy with 3rd binding, reposition enemy for multiple bonks, orb extraction epic augment is huge
- Smoke bomb - great synergy with passive, helps with survivability
- Cultivate - great synergy with passive. shines more in boss fights (10 stacks passive easily and finishing with tantrum is huge)
- Blink - lets you use 2nd binding aggresively and opens up a lot of interesting options for combat micro
For vestige build I usually just adapt to what the game gives me so.. anything that does not say magic damage and having a clear picture of what set to build into is usually enough
Not enough damage for book 1 boss? this 5 bleed per start of turn common vestige will scale enough
No survivability? This shield on orb pickup/ blur on movement vestige sounds nice
etc
Tho magma miner scales extra hard with physical/omni and even glass cannons due to passive so thats something to keep in mind
Also kinds of depend on the first book boss you are facing
Proving ground is one of the worst matchup for magma miner probably
still don't know what trinket to go on miner
what makes magma miner good? i feel like every time i play him i get no value
Really have to manage Heat buildup. Early turn AoEs build it fast. Don't fall into the trap of drafting non-damaging bindings, because they wipe your Heat stockpile back to zero upon use.
thanks i really like magma miner now 😀
i do wonder how the burn build works with magma miner… has anyone had success building a miner around burn?
every time i use it I end up focusing too much on magic so i can’t do any damage with my attacks
all burn-related ascensions are magic damage
Incinendary is also magic
and goal here to stack DoT, not to kill with attacks
if you have Spark and some augments from Incinerate, it will outpace flat damage anyway
Bonk doing 45 damage on most cases, Spark doing 20 and appying 5 burn, which is alredy 50 damage
2-3 hits with Spark will outpace anything that flat damage from other bindings can produce in the long run
your goal is to survive until it happens
Played the daily challenge today with Magma Miner to test out the new passive (double damage on next attack at 10 Heat). I think it's different than the previous one and seems pretty strong, overall I'm okay with the change.
Edit: It does seem like it's not as useful for DOT builds compared to the previous one so that's a negative.
Previous one was also fun though.
Forgot to update but I have stronger feelings about the passive. I much prefered how it was before, MM is not only weaker but harder to use.
yes, reworked passive is part of the reason why MM become weaker
it funneling you into attack damage class, and attack damage is realy inferior to DoTs
on top of that, MM have pretty bad attacks, with low-ish damage per cost and abysmall hitboxes
I've actually been enjoying new magma miner a lot. Double damage on the big bonk attack can go crazy with lightning and if you pair that with invigorate/scorched request/anything that further doubles the damge his damages goes much higher than before.
Yea I think u onto something, there's other classes that are weaker than him atm and need more help
Has anyone already mentioned here that the new magma miner changes don't mesh will with the existing epic vestige? "on turn END inflict burn = to heat stacks" and miner's gloves "gain omnidamage = to heat"? The gloves are still decent but if you don't END with 10 heat your burn dmg goes down and especially in solo starting a round at 10 stacks isn't ideal because you want to hex/shatter if you have it as your first move.
It kind of feels like the magma still has that "well I CAN'T play this way BECAUSE" problem that kept them from using invigorate but it's just in a different flavor now.
Yeah they might have to rework the magma miner related items to synergize a bit better with the new passive
I do like the new magma miner passive as is, but I think I'd prefer it if it were tweaked so you don't lose stacks, maybe after expending the 10 stacks you get a shield, heat stays at 10 (doesn't reset, can't get two procs in a turn) then resets at turn end like it use to, but you can't build MORE heat until next turn. So it still has that durability built in. that, or the miner items all need to be changed to go with heat in its current form.
that could work although the heat being able to reset makes it so you can get double big hits which is really usefull when you have some of the ascensions that gives you more heat per hits
I haven't had much problem with magma miner's durability but I've mostly been one shotting enemies has they appear haha
I think that could be addressed by just reworking one of the tantrum ascensions to reset heat and allow for you to proc twice if you go that route
the shield is nice in the daily challenge runs though.
Oh yeah totally fair
that, or make it a smash augment. or make it part of smash's base. ultimately, it comes down to making something that works for both the "HULK SMASH!" build and the "i like watching them burn..." builds
Proposed change to Magma Miner's Epic Vestige "Magma Metal": "When using a binding with max heat, inflict X burn to all enemies hit. Max twice per turn."
X can be whatever the balance team deems fair, 10 is probably good?
every other class seems to have some playstyle or combo to it you can build around, this class has nothing. Not even its passive is good. mosscloak can literally 1 hit bosses, obelisk can withstand 15 things hitting it at once, magma miner cries in low damage and no combo
If you like getting a lot of kwilling this class has an amazing money making build. On one of the boss I managed to get from 17 kwilling to almost 2000. Otherwise they also have an amazing fire build with the detonate ascension where you do a lot of dmg if you can apply a lot of fire . And can do insane dmg with the trinkets that multiply dmg on a single hit cause it interacts amazingly well with the passive
I am really struggling with magma miner with the new passive. I just can't build up the damage and durability to win with it. It has always felt like it's meant to be a reliable but somewhat simplistic class, but now I'm finding it hard to get through book 1. I played 160 hours pre-1.0, and I've lost 3 games at c. Accension 10 with MM since the update.
My strategy with the new Magma Miner is to focus on AoE attacks to rack your Heat up fast. Smoke Bomb in particular has been fantastic for me. Once you hit the 10 Heat its 3rd ability is already a fairly decent pay-off ability, but you can even increase it by getting enemies Shocked or Marked or getting Invigorated (although the CD reduction only applies to Attack Bindings, I found the new Magma Miner plays a bit better with Non-Attack Bindings than the old one).
For set bonuses I try to get some Will economy to jam in a lot of attacks, for augmentations I similarly tend to value the Will reduction ones fairly highly, also shielding augments are great as he has no built in survivability. The CD reduction-augment on his 2nd ability is also very useful to get a lot of AoE dmg in a turn.
The current magma miner isn't necessarily bad but the disynergy in their kit: burst or DoT, Physical or Magic, balancing heat, it just never feels good because you need RNG to work with you. If you decide to go for good AoE damage and don't get a good Leap Ascension or the AoE augment on smash you're SoL, and if you go dot you're not using your passive at all.
Their money build is still hilarious and popping out orbs in multiplayer is great, you can just play the theif role stealing orbs, kwilling, potions, and vestigaes and bankroll the run if you like that playstyle, but solo they just... kinda... not fun.