THOR'S RAINBOWNUKE: off to the Marauder forum

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iSo1iD wrote:
However, with the ability to gain max endurance charges for juggernaut, which cares little for power charges, we will have to re-examine the damage output of Crit Mjolner builds.


inb4 3 power / 9 endurance charge Kaom's Sign crit mjolner
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Evander1992 wrote:
"
iSo1iD wrote:
However, with the ability to gain max endurance charges for juggernaut, which cares little for power charges, we will have to re-examine the damage output of Crit Mjolner builds.


inb4 3 power / 9 endurance charge Kaom's Sign crit mjolner


Hahahaha exactly........thats the idea, crit or RT, juggernaut is going to be interesting.

KAOM SIGN TOOO OPZ, GGG PLZ NERF
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iSo1iD wrote:
"
Evander1992 wrote:
"
iSo1iD wrote:
However, with the ability to gain max endurance charges for juggernaut, which cares little for power charges, we will have to re-examine the damage output of Crit Mjolner builds.


inb4 3 power / 9 endurance charge Kaom's Sign crit mjolner


Hahahaha exactly........thats the idea, crit or RT, juggernaut is going to be interesting.

KAOM SIGN TOOO OPZ, GGG PLZ NERF


Will be hard to beat a BiS equip LL berserker tho, mine is far from that point and already pushes 40k damage per 4/4 discharge, on top of having ele weakness, thx to wrath, pain atunement and aspect of carnage.

Most likely, LL build will keep the upper hand damage-wise, while the Full life crit will tank even a nuclear strike while being buffed also to dps.
The real problem for the crit build is to reach all relevant points, plus all the avaiable endurance charges, and still keep agood amount of base defences
iSo1iD:

I could definitely see a fire variant going and I do like the idea of using the pseudo-freeze notable instead f the accuracy one. I'll have to try out both and see which one is better, though I may not go with that one in the end. Reason being is that for the variant I'm thinking of I'll be using Alpha's Howl, so I have immunity from Frozen, and that also helps out with mana reservation as well as being able to use lvl. 21 Purity of Fire/Lightning in the helm and thus get lvl. 23 gems in the end.

The other thing that crossed my mind is that with the high amount of ECs this particular variant could get and would have available at all times, it might not be a bad idea to try out getting some of the increased duration nodes in the tree. I might be able to get Immortal Call to last longer than the cooldown that is on it right now, and if so, that MAY bring back the old manual casting of Immortal Call for this build I had a long while back and thus would allow for much better control over when it's cast. That way it's not tied to CWDT and could potentially free up a gem slot, or use three slots in a shield and go IC > Inc. Dur > Blood Magic.

Still, will have to test it all out and see what develops in the end for this one.
So here's first draft that you can criticize:


Crit Juggernaut fire variant v1.0 ;)


Tree:
-------------



Gear:
---------------
Spoiler



It can run lvl 23 PoL + lvl 23 PoF + lvl 22 Grace with Alphas howl.


Build highlights:
-------------------------

+ 5.1k+ EHP (life)
+ 5.5+ aps molten
+ 3/9 charges
+ 18k per Discharge with Fire Pen
+ 254 life regen with 20% chaos resistance
+ 14k armor unflasked
+ 93/79/92 resistance flasked (86/79/85 unflasked)
+ 9 endu charges meaning 36% phys dmg reduction on top of 14k armor
+ fortify
+ 90%+ chance to hit (~93%)
+ Surgeons
+ Cannot be frozen
+ 7.4k life gained/s on average vs Boss*


*(5.5 aps molten * 3 hits on average * 0.5 legacy Mjolner proc * 9 charges * 100), 4.4k with new Mjolner.


I'm seriously considering dropping all the armor nodes alongside grace and iron reflexes, putting all those points into life and relying only on perma 9 endu charges with fortify (and CWDT+IC). This way Anger or Haste might be introduced to the build.

Now one thing that came to my mind: this version cannot use Arc + LS as pack clearing skill effectively, so going with Cyclone instead to place that nukes in the middle of the packs.

Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB on May 28, 2016, 5:24:50 AM
Here's low life Mara/Zerker:


Treee:
---------------




Gear:
-------------

Spoiler



It can run lvl 21 PoL + lvl 21 PoF + lvl 20 PoI empowered and Wrath + Haste + Discipline + lvl 3 enl and WM on Blasphemy with Conqueror's Efficiency jewel.


Build highlights:
--------------------------

+ 6.9k+ EHP (ES, be mindfull of 10% increased dmg taken as it is not counted in)
+ 5.1+ aps molten
+ 4/4 charges
+ 18k per Discharge with LPen
+ 88/81/89 resistances flasked (82/81/83 unflasked)
+ fortify
+ 100% chance to hit
+ 3.1k es leech/s vs Boss*


(60% curse effectiveness counted in, no VoV)

Problems: physical mitigation.
Advantages: can use LS + Arc for effective pack clearing, more EHP.


I feel that both proposition I've posted can be further optimised. I would probably drop armor nodes and put those in life (ehp) for Crit Juggernaut version.

With low life Zerker I'm thinking of dropping Heart of Thunder cluster, going 5/4 charges, all aura reservation nodes for further +1 max resistance and to open socket for Arctic Armor.

I'll do both builds and compare them when patch hits. Meantime if any of you guys can look at those trees to maybe further optimise them it would be much appreciated.
Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Last edited by RicoKGB on May 28, 2016, 5:27:25 AM
Any reason in particular you aren't planning for the 8 ascendancy points instead of current 6?

Oooph decisions decisions, not sure which direction I want to go... Guess it will come down to how much it'll cost to re-gear.
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Any reason in particular you aren't planning for the 8 ascendancy points instead of current 6?


Yes, one: I dont think eng-game labirynth will be that easy to go through. So planing build with 8 points in mind might end up as a misunderstanding. Additional 2 points imo will be like an icing on the cake. Build must be rady before that.
Latest guides:
3.11 Loki's Rainbownuke:
https://www.pathofexile.com/forum/view-thread/2904155
3.7 CI CoC Discharge: https://www.pathofexile.com/forum/view-thread/2605608
3.7 Juggernaut life Mjolner: https://www.pathofexile.com/forum/view-thread/1846362
Gotcha, figured it was something along those lines.
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Tanakeah wrote:
iSo1iD:

I could definitely see a fire variant going and I do like the idea of using the pseudo-freeze notable instead f the accuracy one. I'll have to try out both and see which one is better, though I may not go with that one in the end. Reason being is that for the variant I'm thinking of I'll be using Alpha's Howl, so I have immunity from Frozen, and that also helps out with mana reservation as well as being able to use lvl. 21 Purity of Fire/Lightning in the helm and thus get lvl. 23 gems in the end.

The other thing that crossed my mind is that with the high amount of ECs this particular variant could get and would have available at all times, it might not be a bad idea to try out getting some of the increased duration nodes in the tree. I might be able to get Immortal Call to last longer than the cooldown that is on it right now, and if so, that MAY bring back the old manual casting of Immortal Call for this build I had a long while back and thus would allow for much better control over when it's cast. That way it's not tied to CWDT and could potentially free up a gem slot, or use three slots in a shield and go IC > Inc. Dur > Blood Magic.

Still, will have to test it all out and see what develops in the end for this one.


Ah yes, I forgot abt Alpha's Howl being BiS. Well in that case, the attack speed bonus might turn out to be really nice. If that is the case, unyielding (the fortify node) is probably another decent alternative for some flat damage mitigation.

With max endurance charges, you will be able to have max duration IC (for both manual casting and CwDT), armor is going to be significantly less useful with such high IC up time.
Last edited by iSo1iD on May 27, 2016, 10:20:08 PM

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