[2.6] Ms. Chieftain: The wave of Molten Destruction (T16 viable, Good lab runner)

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AgurBadur wrote:

Haha I was hoping you would provide some good counter argument because I really enjoy AW sound more (the Th-hunk). Also lol at totem being whacked.

By the way, here is the tree I changed from yours a bit. What do you think?

http://poeplanner.com/AAYAAPkxAAB6e4zkUVBH7w4UIF8_9kiMzz38WGOGYDpSMn68nxiRhNlHfr02ZU2-p9rBdO0FLS5T02967xR1pMLYvaZXMZ464fJF_gqDzLc-PC2DX8auxPYt0ho4kFUnL-oYdqzPfvjr891oZbvtkc525zhTIq8S4cbYFHHZfIIHDjz8SxRNJ-0GDtR8CfatjdlhGS7Uj2ebOtjsOIV7ZlR35YKbogAEs_AfaPLAZjwFn9_vfJo7dcvqYjWSr6c9D3y7_o9N40MxTP9OKluvouo26BpVYSGE72SjAdwj028nmmoBkW5pOrND5znduX7GBAPWvWCmowbDJvMTpQAAAAAA


hehe ;) If we would've been interested in the dmg from the totem, then I'd probably would've gone with the warchief. But with us going Avatar of Fire the dmg of the totem will be pretty crap unless we invest way too much for it do the needed dmg conversion.

It looks like a solid tree. If you need you can save a point at the cost of +20 str by going with the "right hand path" up to the templar area, but as you do want to stack STR it isn't necessary to change the tree for that 1 point.

The only thing I would try to remove is the 3x mana nodes you've allocated at the duelist part of the tree. I'd spend those points on an additional jewel socket instead, and get 1-2 jewels with +2 mana gain on hit.


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calzord wrote:
I'm currently working on this build and loving it. SO much fun and so strong.
Just wanted to share my experiences with this build.
From lvl 28 I have been using BLS and its been great, I really think if you want to level MS its worth using 2 of them.
Recently hit 58 and got a nice pair of gangs momentum 54% fire res and a massive 40% increased damage against ignited enemies.
I have also been using The wise oak bismuth flask for 20% added fire pen.
I also don't see myself affording a Xoph's amulet any time soon so I picked up avatar of fire.
My tool tip dps seems low at 10k but its melting everything.
Planning to pick up a formless inferno at 65 and then merc lab and uber for some cash and will try to get the head enchant.
Thank you for this build I'm having a blast with it and Im not even using the BIS weapons yet.


I'm glad that you're enjoying the build! Please keep us updated with how it goes when you've aquired some new gear and has been mapping for a while =)
Builds:
[3.6] 83/83 Block Herald of Agony Gladiator - Über Elder Viable
https://www.pathofexile.com/forum/view-thread/2218039/
[3.1] SRS LL Auramancer in-depth guide
https://www.pathofexile.com/forum/view-thread/1816896/
Just beat merc lab at level 65, Still using my BLSx2, Gangs boots, The wise oak flask and with formless inferno in general i'm feeling tanky.
Where are you getting the mana regen from?
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lautaggwp wrote:
Where are you getting the mana regen from?


The mana comes from an useage of 1-2x +2 mana gain on hit jewels. Those in combination with all the hits we do and your mana need will be covered.
Builds:
[3.6] 83/83 Block Herald of Agony Gladiator - Über Elder Viable
https://www.pathofexile.com/forum/view-thread/2218039/
[3.1] SRS LL Auramancer in-depth guide
https://www.pathofexile.com/forum/view-thread/1816896/
"
AgurBadur wrote:

By the way, here is the tree I changed from yours a bit. What do you think?

http://poeplanner.com/AAYAAPkxAAB6e4zkUVBH7w4UIF8_9kiMzz38WGOGYDpSMn68nxiRhNlHfr02ZU2-p9rBdO0FLS5T02967xR1pMLYvaZXMZ464fJF_gqDzLc-PC2DX8auxPYt0ho4kFUnL-oYdqzPfvjr891oZbvtkc525zhTIq8S4cbYFHHZfIIHDjz8SxRNJ-0GDtR8CfatjdlhGS7Uj2ebOtjsOIV7ZlR35YKbogAEs_AfaPLAZjwFn9_vfJo7dcvqYjWSr6c9D3y7_o9N40MxTP9OKluvouo26BpVYSGE72SjAdwj028nmmoBkW5pOrND5znduX7GBAPWvWCmowbDJvMTpQAAAAAA


Hey, I am making a Lead Sprinkler Molten Strike build as well. I really like your tree, super clean! There are a few things I would change, though, like so.

First, I dropped four of your 5% life points (three from the Scion life cluster and one in the Duelist area) and picked up the 'Tireless' wheel between Marauder and Templar. You get the same amount of life and an additional 15% reduced Mana cost for free, so that is strictly better.

Second, pathing trough the projectile damage nodes below the Duelist area gives you a lot more damage for the cost of two strength points. Instead I pathed trough the strength nodes in the Templar area, instead of the elemental damage and aoe node. Here you only lose a tiny bit of damage and aoe but gain life instead. Basically you trade the damage nodes in the Templar versus those in the Duelist area. The projectile nodes are 10% and double dip, while the elemental damage node is only 8% and doesn't (I think). With aoe increase from the two Wildfire jewels and the big aoe node you already get deminishing returns on the small node. Also, if you have point blank, too much aoe can actually decrease your damage. I am even planning to use con effect in my setup and the aoe was still fine on testing.

Third, I would drop the second Marauder starting node. The physical melee damage does very little and you alreaedy have a shit ton of life.

Also, as Tahreyn already mentioned, I would drop the mana nodes. I picked up one mana leech node from the general leech wheel below Duelist instead, but the jewel solution is also possible.

I came up with a very similar tree which is a bit more focused on damage, but only ends up with about 5.5k life.

I checked out your profile and our gear is very similar as well. I compelteley missed Alberon's Warpath as boots, but can't use them currently as I am starved for resists. I use Emberwake and Taming, so I only have the chest slot for resists. I tried Abberoth's Hooves for the ignite chance and increased fire damage, but it was not worth it. Gang's Momentum is also a great option, which I missed as well and has great synergy with Emberwake/Taming. Am looking for rare gloves and rings at the moment so I can try all the different options. I think I might drop the Emberwake/Taming combo for nice rare rings with life, strength, wed, and resists and use Alberon's Warpath instead of my rare boots.
Last edited by thorndeux on Mar 9, 2017, 4:00:38 PM
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thorndeux wrote:
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AgurBadur wrote:

By the way, here is the tree I changed from yours a bit. What do you think?

http://poeplanner.com/AAYAAPkxAAB6e4zkUVBH7w4UIF8_9kiMzz38WGOGYDpSMn68nxiRhNlHfr02ZU2-p9rBdO0FLS5T02967xR1pMLYvaZXMZ464fJF_gqDzLc-PC2DX8auxPYt0ho4kFUnL-oYdqzPfvjr891oZbvtkc525zhTIq8S4cbYFHHZfIIHDjz8SxRNJ-0GDtR8CfatjdlhGS7Uj2ebOtjsOIV7ZlR35YKbogAEs_AfaPLAZjwFn9_vfJo7dcvqYjWSr6c9D3y7_o9N40MxTP9OKluvouo26BpVYSGE72SjAdwj028nmmoBkW5pOrND5znduX7GBAPWvWCmowbDJvMTpQAAAAAA


Hey, I am making a Lead Sprinkler Molten Strike build as well. I really like your tree, super clean! There are a few things I would change, though, like so.

First, I dropped four of your 5% life points (three from the Scion life cluster and one in the Duelist area) and picked up the 'Tireless' wheel between Marauder and Templar. You get the same amount of life and an additional 15% reduced Mana cost for free, so that is strictly better.

Second, pathing trough the projectile damage nodes below the Duelist area gives you a lot more damage for the cost of two strength points. Instead I pathed trough the strength nodes in the Templar area, instead of the elemental damage and aoe node. Here you only lose a tiny bit of damage and aoe but gain life instead. Basically you trade the damage nodes in the Templar versus those in the Duelist area. The projectile nodes are 10% and double dip, while the elemental damage node is only 8% and doesn't (I think). With aoe increase from the two Wildfire jewels and the big aoe node you already get deminishing returns on the small node. Also, if you have point blank, too much aoe can actually decrease your damage. I am even planning to use con effect in my setup and the aoe was still fine on testing.

Third, I would drop the second Marauder starting node. The physical melee damage does very little and you alreaedy have a shit ton of life.

Also, as Tahreyn already mentioned, I would drop the mana nodes. I picked up one mana leech node from the general leech wheel below Duelist instead, but the jewel solution is also possible.

I came up with a very similar tree which is a bit more focused on damage, but only ends up with about 5.5k life.

I checked out your profile and our gear is very similar as well. I compelteley missed Alberon's Warpath as boots, but can't use them currently as I am starved for resists. I use Emberwake and Taming, so I only have the chest slot for resists. I tried Abberoth's Hooves for the ignite chance and increased fire damage, but it was not worth it. Gang's Momentum is also a great option, which I missed as well and has great synergy with Emberwake/Taming. Am looking for rare gloves and rings at the moment so I can try all the different options. I think I might drop the Emberwake/Taming combo for nice rare rings with life, strength, wed, and resists and use Alberon's Warpath instead of my rare boots.



Thank you for your insightful and indepth response. Its nice to see that someone is trying out similar ideas. I agree with a lot of your suggestions, especially the one with the health nodes. You mention that projectile damage double dip? What do you mean by that.

Also in your damage version tree I see you take resolute technique and strong arm. I know that magma orbs can miss but we get quite a bit of accuracy next to duelist and some next to marauder. Does it make sense to abandon chance to crit and ignite with the meat fireballs? Besides to me it kinda felt that they didnt miss much anyway. As for the "strong arm", its a nice passive node but it doesnt make much sense, in my opinion, as it takes a bunch of physical nodes to get to and with brutus lead sprinkler scaling fire damage and if we use xophs blood (which sounds perfect for this build) that would convert all of the non-fire damage to fire then strong arm doesnt sound as good. I went through the op's tree specifically removing all phys nodes for that reason.
Last edited by AgurBadur on Mar 9, 2017, 8:45:07 PM
Hey, thanks for your feedback!

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AgurBadur wrote:

You mention that projectile damage double dip? What do you mean by that.


Double dipping means that a damage increase is applied twice. It works for poison and, in this case, ignites. Basically, if you take e.g. '50% increased Fire Damage' then this will increase the initial hit and the ignite, resulting in 75% increased ignite damage. See here for details. This works for general damage increases (like 'increased damage', 'increased fire damage' or 'increased projectile damage'), but not for specific ones (like 'increased attack damage'). In this case I was wrong that the elemental damage node does not double dip - it does in fact do so (the two strength nodes are still better, I think). However, the 'weapon elemental damage' nodes, for example, only increase the initial hit but not the ignite.

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AgurBadur wrote:

I know that magma orbs can miss but we get quite a bit of accuracy next to duelist and some next to marauder. Does it make sense to abandon chance to crit and ignite with the meat fireballs? Besides to me it kinda felt that they didnt miss much anyway.


Yes, I was wondering the same. But with low dex I'd need to get accuracy on items and I can't afford that. And at higher levels and against bosses it is a lot harder to hit stuff. The hit chance in the character tab is just an average. If you have an 80% chance to hit, Resolute Technique basically gives you a 25% more multiplier. I was hesitant at first as well, as the Lead Sprinklers have a nice base crit chance, but even if I drop RT and pick up the four melee crit nodes opposite it, my melee crit chance would only go up to 12% (and I think that doesn't even apply to the projectiles). So, I would have to invest into both accuracy and crit, and as I am using nearly exclusively uniques that would have to come from the passive tree. It's just not worth it.

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AgurBadur wrote:

As for the "strong arm", its a nice passive node but it doesnt make much sense, in my opinion, as it takes a bunch of physical nodes to get to and with brutus lead sprinkler scaling fire damage and if we use xophs blood (which sounds perfect for this build) that would convert all of the non-fire damage to fire then strong arm doesnt sound as good. I went through the op's tree specifically removing all phys nodes for that reason.


Yes, you are right. I thought it would still be worth it, as I get 20 strength and 9% attack speed for three points, but that is just not enough. I reworked my tree quite a bit and like it much better now. With the points I gained from dropping strong arm and better pathing I picked up the life nodes I stole from your tree earlier :D and I got the extra frenzy charge. I already took the extra frenzy from merciless Kraityn and it is huge damage increase and you just move a lot faster as well. With all the regen we get from the tree, ascendancy, and gear it is super easy to maintain Blood Rage.

I also took a second look at the boot options and Abberath's Hooves is a lot better than I had thought, as it gives ignite prolif, in addition to the extra fire damage and ignite chance. That would mean that I'd have to drop the Meginor's Vise gloves to cap my resists, but definitely seems worth it.
@thorndeux

Looking at your tree I can't help but think that removing the points past vaal pact, removing the socket to the left and removing the evasion/% life nodes will allow you to path through herbalism down to Primeval Force which would provide you more increased life and more weapon elemental damage. Thoughts?

I'm also doing a molten strike dual sprinkler build. It's nice to see there are so many approaches to the passive tree layout.
how to lech mana , help
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how to lech mana , help


To start you can take the .4% node in the duelist area. Some regen on gear or mana on hit works as well. Jewels can be a good filler for this.

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