RAT NUKE SURVIVES



Despite this resounding opinion everyone I've played with has shared, know that your build is the first I've copied since beta several years ago.

I made some adjustments to try to maximize damage output for endgame content. I prioritized knock back and knock back distance over chance to ignite, to improve clear speed.

https://www.pathofexile.com/passive-skill-tree/AAAABAEDAADuBLME5AagBsMJuwthDjwQzBQgFSAWCxeMGJEZtBo4HNwi4icvKPoqTSu2LKcs6S2DNZI26DpSPC09_D8nQYdGaUd-R-JJ1UrIUEdYY1ivWOVZ81orXz9khGVNZlRmnmhlaPJuqm87cg9yqXXQdqx4DXhpeWh7s3vDfNmCx4Nfg8yGYIaziq-MRozPjxqQEZBVlG-YraIAo_KkOaajqW6sqq9stfK3PriTuX68n702vqfAGsBmwQTCjsMTxPbGBMauxtjPZ89-2L3qGO8O8B_yRfNv8932SPau9zL4k_jr-b356PxL_gr-j_-w?accountName=Rhaegar_G&characterName=Kaminari_Armstrong


Note: chance to ignite on tooltip is only showing the gem's value.



In terms of game play relevance, this build excels at spawning beyond bosses and can clear up to tier 15. However, even 100% increased knock back distance and 90% chance w/ 14 projectiles, the clear speed remains very low.

The entertainment value of this build is a solid 10/10.
Undisputed best alpha tester since Awakening beta.
Last edited by Rhaegar_G on Oct 25, 2016, 8:37:27 PM
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Rhaegar_G wrote:


Despite this resounding opinion everyone I've played with has shared, know that your build is the first I've copied since beta several years ago.

I made some adjustments to try to maximize damage output for endgame content. I prioritized knock back and knock back distance over chance to ignite, to improve clear speed.

https://www.pathofexile.com/passive-skill-tree/AAAABAEDAADuBLME5AagBsMJuwthDjwQzBQgFSAWCxeMGJEZtBo4HNwi4icvKPoqTSu2LKcs6S2DNZI26DpSPC09_D8nQYdGaUd-R-JJ1UrIUEdYY1ivWOVZ81orXz9khGVNZlRmnmhlaPJuqm87cg9yqXXQdqx4DXhpeWh7s3vDfNmCx4Nfg8yGYIaziq-MRozPjxqQEZBVlG-YraIAo_KkOaajqW6sqq9stfK3PriTuX68n702vqfAGsBmwQTCjsMTxPbGBMauxtjPZ89-2L3qGO8O8B_yRfNv8932SPau9zL4k_jr-b356PxL_gr-j_-w?accountName=Rhaegar_G&characterName=Kaminari_Armstrong


Note: chance to ignite on tooltip is only showing the gem's value.



In terms of game play relevance, this build excels at spawning beyond bosses and can clear up to tier 15. However, even 100% increased knock back distance and 90% chance w/ 14 projectiles, the clear speed remains very low.

The entertainment value of this build is a solid 10/10.


Thank you for this incredible writeup lmao, it is definitely a build that prioritizes entertainment over clearspeed :D

Have you tried Tornado Shot with that many arrows/projectiles? I swapped into T-shot to try to up my clearspeed and it seemed to have helped a lot
"


Thank you for this incredible writeup lmao, it is definitely a build that prioritizes entertainment over clearspeed :D

Have you tried Tornado Shot with that many arrows/projectiles? I swapped into T-shot to try to up my clearspeed and it seemed to have helped a lot


Yes, I have. I did it for trash very often. One quirk I notice with it however, is that the secondary projectiles treat their origin point as the point with which knock back is reversed. So you end up making a ring of mobs sometimes when trying to pull from maximum range. It ends up being more totem micromanagement but slightly faster speed.
Undisputed best alpha tester since Awakening beta.
Last edited by Rhaegar_G on Oct 25, 2016, 8:47:20 PM
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Rhaegar_G wrote:

Yes, I have. I did it for trash very often. One quirk I notice with it however, is that the secondary projectiles treat their origin point as the point with which knock back is reversed. So you end up making a ring of mobs sometimes when trying to pull from maximum range. It ends up being more totem micromanagement but slightly faster speed.


Cool, thanks for your experimentation and your kind words. I'm really glad you're enjoying the build!
"
Rhaegar_G wrote:


Despite this resounding opinion everyone I've played with has shared, know that your build is the first I've copied since beta several years ago.

I made some adjustments to try to maximize damage output for endgame content. I prioritized knock back and knock back distance over chance to ignite, to improve clear speed.

https://www.pathofexile.com/passive-skill-tree/AAAABAEDAADuBLME5AagBsMJuwthDjwQzBQgFSAWCxeMGJEZtBo4HNwi4icvKPoqTSu2LKcs6S2DNZI26DpSPC09_D8nQYdGaUd-R-JJ1UrIUEdYY1ivWOVZ81orXz9khGVNZlRmnmhlaPJuqm87cg9yqXXQdqx4DXhpeWh7s3vDfNmCx4Nfg8yGYIaziq-MRozPjxqQEZBVlG-YraIAo_KkOaajqW6sqq9stfK3PriTuX68n702vqfAGsBmwQTCjsMTxPbGBMauxtjPZ89-2L3qGO8O8B_yRfNv8932SPau9zL4k_jr-b356PxL_gr-j_-w?accountName=Rhaegar_G&characterName=Kaminari_Armstrong


Note: chance to ignite on tooltip is only showing the gem's value.



In terms of game play relevance, this build excels at spawning beyond bosses and can clear up to tier 15. However, even 100% increased knock back distance and 90% chance w/ 14 projectiles, the clear speed remains very low.

The entertainment value of this build is a solid 10/10.


im not sure about few thing u did:
1. taking hienekora ascendancy point, most of the time becuase its 15% phys as fire, you ruin your own EE.
2. you have high lvl of of barrage / GMP / chain / split arrow / herald of ice (really not needed at all with your cold dmg on ring). none of those make you do much more dmg, but than you have to have more dex on tree and that is a waste.
3. without all the dex, your tree is really innefficient ( i guess you do it for the jewel slots) but even than remove one dex node.. ironwood node is a total waste, and in general this tree is better in pathing (2% inc life + more str + more armour and saves 4 points). and for the other 4 skill point i saved either go for purity of flesh for more life / berserking for 18% inc attack speed / celestial punishment for 5% chance to ignite
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
Last edited by The_x_ile on Oct 25, 2016, 10:10:30 PM
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The_x_ile wrote:

im not sure about few thing u did:
1. taking hienekora ascendancy point, most of the time becuase its 15% phys as fire, you ruin your own EE.
2. you have high lvl of of barrage / GMP / chain / split arrow / herald of ice (really not needed at all with your cold dmg on ring). none of those make you do much more dmg, but than you have to have more dex on tree and that is a waste.
3. without all the dex, your tree is really innefficient ( i guess you do it for the jewel slots) but even than remove one dex node.. ironwood node is a total waste, and in general this tree is better in pathing (2% inc life + more str + more armour and saves 4 points). and for the other 4 skill point i saved either go for purity of flesh for more life / berserking for 18% inc attack speed / celestial punishment for 5% chance to ignite


I already sold off the character. I didn't run hinekora's, but I switched back into it while streaming to prove that leech did not work for a viewer.

The damage penalty with lower level gems resulted in doing 0 cold damage, which did not proc EE. Split arrow levels = extra projectiles and its a 7 mana cost for curse on hit, so that doesn't matter.

Ironwood was great because a big problem with totems when doing Hydra was that they got frozen. Extra totem resistance from jewel swaps and that node helped prevent it.
Undisputed best alpha tester since Awakening beta.
"
Rhaegar_G wrote:


I already sold off the character. I didn't run hinekora's, but I switched back into it while streaming to prove that leech did not work for a viewer.

Ironwood was great because a big problem with totems when doing Hydra was that they got frozen. Extra totem resistance from jewel swaps and that node helped prevent it.

i see.
"
Rhaegar_G wrote:

The damage penalty with lower level gems resulted in doing 0 cold damage, which did not proc EE. Split arrow levels = extra projectiles and its a 7 mana cost for curse on hit, so that doesn't matter.

i still think that with ~ 60 dex is enough to deal some cold dmg (if not add another ring with cold dmg on it), as for split arrow.. lvl 8 (58 dex) give you 5 extra arrows... and lvl 20 give you 6.. not such a big deal.
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
BUT why not emberwake and increase your chance to ignite to 100%>?
You could proc multi ignite so you can do nuclear damage?
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
Last edited by PsVRTwo on Oct 26, 2016, 4:50:45 AM
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AssasinCreed wrote:
BUT why not emberwake and increase your chance to ignite to 100%>?
You could proc multi ignite so you can do nuclear damage?

the ignite mechanic work like this: if enemy has an ignite.... than recieve new ignite, he get ignited again from that point. since ignites here only work in order to activate the totem reflect, the fact that an enemy will have several ignites on him rather than one dont matter, you still ignite him the same number of times, its just dont stack on him
my builds:
- COLB (Cast On Last Breath) first ever build: https://www.pathofexile.com/forum/view-thread/1632595
- the Flash: https://www.pathofexile.com/forum/view-thread/1367774
- the oro's bridle build: https://www.pathofexile.com/forum/view-thread/1409823
I was already playing reverse knockback RAT. After reading this I decided to try eye of innocence. It's SO MUCH FUN. I'm using blast rain each of 3 totems fire 14 projectiles per second, about 40 projectiles per second total and with 102% ignite chance, all those mobs are pulled and ignited and evaporated WITH SERIOUS LAG! Blast rain hits multiple mobs with single projectile creating so many ignites at once, totems' reflecting animation and sound is overwhelming that my graphics card (and my ears) can't handle accordingly. Idea is great, certainly very enjoyable.

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