[R.I.P.] life Mjolner done right by Rico - Juggernaut version - R.I.P. thx to "balancing" policy

"
Well i can just hope that is some PoE rounding error and it will work with 4.5 aps cyc when i hit it, because i've spend much money on this belt ;c

@EDIT
PoB shows Discharge cooldown 0.22 too. I don't know what is going on :(

http://puu.sh/xFZhd/cafc8d2dcd.jpg

@@EDIT
Changing belt to 17% one in PoB shows 0.21 discharge cd. Although im still on leveling process, i will check it if it hits 5 times even with 0.22 showed discharge cd after i hit 4.5 aps cyclone and final tree.


I would not worry to much about this. 0.2s cooldown time means you will do exactly 5 times per s while 0.22s cooldown means that you will do 4.54 per s. However if you look at this a bit differently and extend your time line a bit, lets say from 1 sec to 1.1 sec than with 0.22s cooldown you are doing it once again 5 times. Its basically 5 discharge per 1 s vs 5 discharges per 1.1 sec. Does that 100ms makes a huge difference? Well maybe if fight is long enough like vs Shaper or Minotaur it may. Still I think you will loose more DPS with crapp play (to long Cyclone spins, missing your target etc.) than with 0.01 cooldown difference.
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
The most dangerous darkshrine in uberlab is the crit one. Minus offering.
"
RicoKGB wrote:
"
Belchonok wrote:
How do you run with RF? I'm burn in seconds lol.



Read this:

https://www.pathofexile.com/forum/view-thread/1846362/page/25#p14885672

and this:

https://www.pathofexile.com/forum/view-thread/1846362/page/23#p14870037


"
Bought belt with 15 as / 16 cd recovery, now tooltip shows 0.22 discharge, tho if i calculated it right it should be 0.21 anyway. Have i messed up?

http://puu.sh/xFWTZ/07501d2371.jpg

0.25 * 0.16 = 0.04

0.25 - 0.04 = 0.21


Scratching my head now.

20%: 0.25 * 0.8 = 0.2 (0.2 rounded down)
19%: 0.25 * 0.81 = 0.2025 (0.21 rounded down)
18%: 0.25 * 0.82 = 0.205 (0.21 rounded down)
16%: 0.25 * 0.84 = 0.21 (0.21 rounded down)
15%: 0.25 * 0.85 = 0.2125 (0.22 rounded down)

It should show 0.21.


i post a bug report yesterday about the TFU cooldown recovery, and according to replay from vipermagi,

"
Vipermagi wrote:
It's a multiplier to recovery speed, not a reduction to cooldown time:
100 / (1 + (20/100)) = 100 / 1.2 = 83.33% of base Cooldown time
.250 * 0.83333 = 0.208 -> display rounds to 0.21
And 3% Cooldown Recovery makes for a very tiny difference on such a small number:
100 / (1 + (17/100)) = 100 / 1.17 = 85.47% of base Cooldown time
.250 * 0.8547 = 0.213 -> display rounds to 0.21

here's the link
https://www.pathofexile.com/forum/post-reply/2005599
Having a great time with this build. At level 82 and have been running T11 & T12 maps with very little problems as long as I skip the reflect ones. This is time in the leveling process where I start getting a little bored with a character and start a new one. But I am still enjoying this guy and hopefully will take it into the 90's.

I have been following RicoKGB's build guide very closely and seem to be doing well with the Passive Skill progression, leveling my gems and staying up-to-date with my resistances.

My problem is that I don't know what to do next with this guy. I would really appreciate some feedback on my guy and some advice on what I should be upgrading next? I am SkuaLetsGo on Harbinger.
Reached 82 currently and gear is pretty much set to stone now. Build works better than expected and is very tanky (even though I still only have 4.6k life, I barely die to anything - more life comes with level as I still need to take a lot of life nodes (took everything else before)).

I had to take all-res on all jewels even though I run all 3 purities because Mjolner just fills up all available item slots with uniques. If you want Life + All Res + any damage (attack speed for Scolds, or Spell Damage with Shield for Devoto's) it can get pretty expensive though.

I also think Sentinel and the Jewel node + 3 resistance nodes are a very good alternative to GG jewels.
You get 28% All-Res, 24% Armour and 1 Jewel slot for only 6 passives!



Although to do end game content, or in other words "high lvl bosses" I think Scold's is pretty much a must have, as the tree and gear pretty much lacks any spell damage - so the only damage increases are from ascendancy and mjolner itself.

We could opt to use a rare Life + Spell Damage shield (or Rathpith's), I am sure Saffell's is not needed in all content ... although Saffell's costs absolutely nothing.


Discharge is still a lot of fun, and probably a lot of lag for others. The 35% less damage if triggered really hurts discharge damage though! Without it, it would most likely still be a T1 build.
I just ca't go over Phoenix guardian other 3 are quite easy like i can facetank them np, but Phoenix and his discharge is kicking my ass and I have trouble spotting his discharge over my discharges, anyone who kills Phoenix regularly with this build could care to give some tips on how to?

Also got Devoto with 40% dmg enchant and it feels better then Scolds without it.

edit: fixed my resists, took oak and it kinda helped, but pheonix is still the hardest by far
Last edited by m0tY on Sep 23, 2017, 8:37:52 PM
Hey, you have listed +1 curse necklace, but i can't find in this guide anything about curses only one thing i see about curse is corruption on gloves, which is still only one curse. Am I missing something? Right now i'm using setup with vengeance + CoH + EW (removed 4l RF and left it as alone gem). What are Your thoughts on curses, and what about final flask setup? This build is super cool super tanky and it has super dps i rarely play one character for long and this one is really satisfying for me. Cheers!
First of all thx guys for positive feedback! Lvl up your chars, your gems, quality them and you will do any content in this game.

Now here's a "little" tip to boost the DPS even further, something like this on switch:



Just wait for 6-7 endurance charges, make sure nothing is close to you and cast Immortal Call manually. And enjoy up to 50 sec of Arcane Surge buff :)

Im using Pledge of Hands because it grants me enough mana to cast however any staff with +mana will do as far as you end up with ~54 mana left to cast.

Just be carefull with adjusting your Arcane Surge gem lvl as if it would need more mana than your IC uses it wont work.

You may also cast Flame golem. This together with Arcane Surge is basically a 20% dmg increase AND 15% MORE spell dmg for up to 1 minute.

How this works:

Spoiler


Arcane surge activates when you spent an X amount of mana. Immortal Call uses Endurance charges to extend buff duration and it seems it works with Arcane Surge when linked together. Increased Duration and
Efficacy extend that further. Basically with 7 endurance charges you will gain Arcane Surge for at least 40 seconds. With maxed out build this can go over 1 min.



"
Hey, you have listed +1 curse necklace, but i can't find in this guide anything about curses only one thing i see about curse is corruption on gloves, which is still only one curse. Am I missing something? Right now i'm using setup with vengeance + CoH + EW (removed 4l RF and left it as alone gem). What are Your thoughts on curses, and what about final flask setup? This build is super cool super tanky and it has super dps i rarely play one character for long and this one is really satisfying for me. Cheers!


+1 Curse Volls is to be used with +Ele weakness on hit repentance in maxed out build. The secound curse might be used via CWDT setup or (if u can cap cold res) skip PoI and use Enfeeble setup with Curse of your choice. I would use Enfeeble for even more tankiness or Warlords Mark to support Kingsguard with some life leech.

Flasks that Im currenlty usings are:



And I have Basalt flask for certain bosses.


@daish0

Theres a lot of spell dmg increase in this build that you cant see at a glance:

+ 100% from Mjolner
+ ~80% from Repentance
+ 45% from Inyas + Spell dmg per Power charge
+ 84% from passive tree
+ 42% from Unrelenting (6% per Endu charge)
+ ~25% from Saffels

for a total of 376% dmg Increase without any jewel and quality gems. With good jewels and quality gems yyou can reach 500% of dmg increase.




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 Sep 24, 2017, 10:03:28 AM
Hey Rico,

I followed your build setup, step by step. And what can i say. Its amazing!!
I really love it.

Greatjob and keep this up.

Thank you!
-Asa_Thor
Man this PoH is overkill =D. With 8 endu charges, 19 lvl 20 q inc duration, 19 lvl immortal call 19 lvl efficacy and 10 lvl arcane surge this buff lasts for 57 sec! I was able to clear trash mobs with discharge on shield charge before, but now with flame golem 20 lvl instead of stone and this buff i cleared T14 corrupted rares with just shield charge. Only thing i had to cyclone were harbingers and of course boss (he one shotted me bcs i didn't dodge his thunderpunch of justice =D). Also running +1 curse voll's with Vengeance + CoH + EW + Enfeeble (Credits to bladewing for setup with vengeance). Now i will try to get to final tree and planning on enchanting helmet with flame golem buff/discharge dmg/RF dmg and gettin +2 weapon range mjolner. Super cool build and this idea with PoH... Great job! Cheers!

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