[3.18] Enki's Molten Strike Champion

This build works for 3.18 but will be discontinued. Instead, I'll use some of the ideas from this build and my Warchief Chieftain for a Strength Stacking Molten Strike Juggernaut.

Welcome to my Molten Strike guide!

This is the right build for you if you're looking for a tanky leaguestarter, like the idea of spamming fiery balls upon your enemies and don't mind swapping a gem for bossfights!

It offers great survivability while still having decent clearspeed and damage, and stays fairly low on the gear requirements. However, it's greatly enhanced by a couple unique items and therefore mostly targeted at trade leagues.

If you have any questions, please ask them in the help section within my Discord channel!

I also stream daily at twitch.tv/enki91!

Path of Building: https://pastebin.com/5d6JHkSi
(Read the Notes inside to set it up properly!)
Requires the Path of Building Community Fork

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Videos

Maze of the Minotaur

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Pros & Cons

+ decent clearspeed for a tanky build
+ cheap to get going and upgrade for endgame
+ great survivability through multiple defensive layers
- not the highest single target damage, but good enough
- doesn't have much regeneration to counter DoTs
- requires gem swapping for bossfights

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Main Mechanics

Strikes

Strike skills are melee attacks that target one enemy by default and often have a secondary damaging part that usually triggers upon hit. Melee Strike Range determines from how far away the initial attack can hit an enemy and is based on the weapon type used.

Both Melee Strike Range and the amount of enemies that can be targeted can be increased through modifiers, passives and gems. The Melee Splash support gem adds a damaging AoE around the melee hit, which is useful for strike skills that have no secondary damaging part.


Crit

Critical strikes are hits that deal extra damage and apply elemental ailments linked to the damage types dealt. Critical Strike Chance rolls once per skill use and decides if the skill will be a crit, Critical Strike Multiplier is the value the skills damage will be multiplied by during a crit.

Additionally, if the skill is an attack it rolls accuracy twice, once to decide if it hits at all and once more for the crit. Spells however aren't affected by accuracy and are therefore unaffected by this.

Lastly, while crits have a 100% chance to apply elemental ailments, they still have to deal enough damage of that element compared to the enemies ailment treshold for it to have any effect.


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Act Progression

Spoiler

This part contains everything you need to know about the build while getting through the acts.
If you're new, I recommend checking out my Beginner Tips and Act Progression guides.

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Notes

‣ You'll only get one gem as quest reward. If there are multiple gems from the same quest listed below, you have to buy the others from the currency vendor in that acts town.

‣ Your auras don't need to be actively on your skill bar. You can activate them and then unbind them, or bind them to your secondary skillbar by holding CTRL.

‣ Set Molten Strike and Ancestral Protector to Always Attack without Moving. You can find this option at the top when left-clicking the skill on your skillbar.

‣ Put Molten Shell on your left-click. This still allows you to move freely and always casts Molten Shell when it's off its cooldown.

‣ Use Ancestral Protector and Flammability during bossfights.

‣ After getting your hideout and unlocking recipes starting in late Act 2, use your Crafting Bench to add Physical Damage, Attack Speed, Resistances, Life or Intelligence to your gear.

‣ Upgrade your weapons regularly! Use Claws early on, once you got the leech node in Act 4 you can switch to Swords. Prioritize basetypes with atleast 1.5 Attacks per Second and use one of the recipes below to increase its damage.

‣ Wear a Jade Amulet for early attribute requirements.

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Recipes

Weapon with "(40-49%) increased Physical Damage"
any Weapon + Magic Rustic Sash + Blacksmith's Whetstone

Weapon with "(50-64%) increased Physical Damage"
any Weapon + Rare Rustic Sash + Blacksmith's Whetstone

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Passive Tree Goals

Act 1 | Act 2 | Act 3 | Act 4 | Act 5 | Act 6 | Act 7 | Act 8 | Act 9 | Act 10

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Bandits

Kill Kraityn | Kill Alira | Kill Oak

to gain 2 Passive Skill Points from Eramir in the Forest Encampment

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Gem Progression

Molten Strike (Enemy at the Gate, Tarkleigh, Act 1)
+ Onslaught (Mercy Mission, Nessa, Act 1) -> Fire Penetration (A Fixture of Fate, Siosa, Act 3)
+ Ancestral Call (Mercy Mission, Nessa, Act 1)
+ Fortify (A Fixture of Fate, Siosa, Act 3) -> Slower Projectiles (A Fixture of Fate, Siosa, Act 3)

From Level 38 onwards, switch Ancestral Call with Multistrike for bossfights.
Replace Fortify with Slower Projectiles after finishing Cruel Labyrinth.


Molten Shell (Breaking Some Eggs, Nessa, Act 1)
+ Enduring Cry (The Caged Brute, Tarkleigh, Act 1)
+ Lifetap (The Caged Brute, Nessa, Act 1)
+ Increased Duration (A Fixture of Fate, Siosa, Act 3)

Ancestral Protector (Breaking Some Eggs, Tarkleigh, Act 1)
+ Combustion (A Fixture of Fate, Siosa, Act 3)
+ Lifetap (The Caged Brute, Nessa, Act 1)

Precision (The Caged Brute, Nessa, Act 1)
+ Herald of Ash (Intruders in Black, Greust, Act 2) -> Anger (Lost in Love, Clarissa, Act 3)
+ Determination (Lost in Love, Clarissa, Act 3)

Replace Herald of Ash with Anger after getting the Accuracy Mastery around Level 55.

Dash (Breaking Some Eggs, Tarkleigh, Act 1)
+ Flammability (A Fixture of Fate, Siosa, Act 3)
+ Lifetap (The Caged Brute, Nessa, Act 1)

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Flask Progression

Life Flask
Life Flask
Mana Flask -> Jade Flask (The Silver Locket, Act 7)
Mana Flask -> Granite Flask (The Key to Freedom, Act 5)
Quicksilver Flask (Mercy Mission, Act 1)


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Passives & Ascendancy

Passives

Passives

Level 70 | Level 80 | Level 90 | Level 100

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Masteries

Lava Lash - 40% of Physical Damage Converted to Fire Damage
Tribal Fury - Strike Skills which target additional Enemies can do so from 30% further away
Forces of Nature - Exposure you inflict applies at least -18% to the affected Resistance
Entrench - Critical Strike Chance is increased by chance to Suppress Spell Damage
Heartseeker - +25% to Critical Strike Multiplier against Unique Enemies
Fatal Blade - 8% chance to gain a Frenzy Charge when you Hit a Unique Enemy
Adjacent Animosity - 15% less Projectile Speed
Golem's Blood - +50 to maximum Life
Thick Skin - 10% increased maximum Life & 10% reduced Life Recovery Rate
Champion of the Cause - 15% increased Mana Reservation Efficiency of Skills
Charisma - Auras from your Skills have 15% increased Effect on you
Acuity - Precision has 100% increased Mana Reservation Efficiency

Use the "Grace has 25% increased Mana Reservation Efficiency" Mastery at Revenge of the Hunted until you get a Level 3 Enlighten!


Ascendancies

Unstoppable Hero (Normal Labyrinth)
Lots of attack speed, armour, evasion and full immunity to stuns while you have any Fortification.

Fortitude (Cruel Labyrinth)
Grants permanent 20 Fortification, which reduces damage taken from hits by 20%. This also allows you to replace Fortify with Elemental Damage with Attacks.

Inspirational (Merciless Labyrinth)
Mainly interesting for the 30% aura effect it grants and removing all Reservation cost from Defiance Banner. Also grants Life Regeneration based on banner stages while placing it.

First to Strike, Last to Fall (Eternal Labyrinth)
Intimidates enemies and grants you Adrenaline for 20s upon reaching below 50% of your Life, while healing 25% Life and removing all ailments.


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Gem Setup

Spoiler

Molten Strike - Ancestral Call - Slower Projectiles - Fire Penetration - Elemental Damage with Attacks - Increased Critical Strikes

Switch Ancestral Call with Multistrike for bossfights!

Molten Strike is a strike skill that launches projectiles upon melee hit, which deal AoE damage and can hit the enemy they originated from. The default number of projectiles is 4, this build aims to get 6 through a helmet enchantment in endgame.

The skill adds Fire Damage and gains Melee Strike Range with gem levels and converts 60% of Physical Damage to Fire Damage. The remaining 40% conversion come from the Fire Mastery in your passive tree to stay safe from physical reflect.

The support gem setup aims to give consistent damage output through the projectile part of this skill. Slower Projectiles reduces their spread distance, which makes it more likely for multiple projectiles to hit the same enemy. Ancestral Call hits two additional enemies with the initial melee hit and is needed for clearspeed, during bossfights you should replace it with Multistrike for more damage output while facetanking.

Divergent Molten Strike can be used for additional range. Awakened Ancestral Call, -Multistrike, -Fire Penetration and -Elemental Damage with Attacks are recommended on high budgets.

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Grace - Determination - Anger - Enlighten (Level 3+)

These auras reserve mana to grant a lot of evasion, armour and fire damage.

Enlighten reduces the amount of mana these auras reserve. A Level 3 Enlighten, atleast 16% increased Mana Reservation Efficiency from your helmet and all reservation efficiency-related passives and masteries in this builds passive tree are needed to run all auras.

Use the "Grace has 25% increased Mana Reservation Efficiency" Mastery at Revenge of the Hunted until you get a Level 3 Enlighten!

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Vaal Molten Shell - Enduring Cry - Increased Duration - Lifetap (Level 1)

Vaal Molten Shell grants two skills, the regular Molten Shell and its buffed up Vaal version.
Both grant Armour and an additional hitpool based on your total Armour for a duration.

The Vaal version requires souls to be used, which are primarily gained by killing monsters or at certain thresholds during bossfights. After being used, it goes into Soul Gain Prevention for some time during which it can't be charged up for another use.

Enduring Cry is a warcry that regenerates life, taunts enemies and grants Endurance Charges based on enemies within range. The Endurance Charges receive a buff to grant additional elemental resistances and physical damage reduction.

Increased Duration increases both skills duration.

Lifetap makes the linked skill cost life instead of mana, to avoid running into mana issues.
Keep it at Level 1 to easily get the Lifetap buff for 20% increased Life Recovery from Flasks.

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Dash - Ancestral Protector - Combustion - Lifetap (Level 1)

Dash is your movement skill. It has a use limit, cooldown and fixed travel distance. As a blink skill, it lets you avoid damage from ground effects that you dash over.

Ancestral Protector places a totem that attacks enemies with singular strikes and grants an Attack Speed multiplier as buff.

Phantasmal Ancestral Protector can be used to maximize its buff effect.

Combustion lowers the enemies Fire Resistance by 10% if your Ancestral Protector ignites them. The gem itself adding some ignite chance and crit stacking helps with that.

Lifetap makes the linked skill cost life instead of mana, to avoid running into mana issues.
Keep it at Level 1 to easily get the Lifetap buff for 20% increased Life Recovery from Flasks.

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Defiance Banner - Precision - Blood Rage

Defiance Banner lets you carry a banner that grants increased armour and evasion and reduces the crit chance of nearby enemies. If placed, it grants a bigger effect for those and taunts nearby enemies while also lowering their damage by 15%.

Precision reserves mana to grant you accuracy and crit chance.

Blood Rage triggers a buff that grants attack speed and a chance to gain a Frenzy Charge on kill while draining your Life and Energy Shield by 4% per second.

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Assassin's Mark - Mark on Hit - Lifetap (Level 1)

Assassin's Mark is a mark curse that grants additional base crit chance and crit multi against the cursed enemy. Like all mark curses, only one enemy can be affected at a time.

Mark on Hit applies the linked mark to rare and unique enemies with any attack hits with a small reduction to its effects.

Anomalous Assassin's Mark and Divergent Mark on Hit can be used to maximize damage.

Lifetap makes the linked skill cost life instead of mana, to avoid running into mana issues.
Keep it at Level 1 to easily get the Lifetap buff for 20% increased Life Recovery from Flasks.


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Gear & Flasks

Gear

Weapon

This build uses One-Handed Swords for multiple reasons: they have good passives along this builds pathing, their Frenzy Charge mastery is great for bosses and there's a few good uniques.

Having a good weapon is really important, as this is where the majority of your base damage stats come from. To get started, aim for 300+ Physical DPS with 1.8+ Attacks per Second and 6.5%+ Crit Chance. Good bases are Jewelled Foils (or any fast foil) and Corsair Swords.

Ichimonji is a good start, it has decent Physical DPS, is fast, buffs your auras and even reduces their reservation. In fact you have to use it together with Alpha's Howl to use all auras before getting a Level 3 Enlighten, before that disable Grace.

Paradoxica is the next upgrade and enough to do all content with. Theres two options, you can go with either Physical Damage and Chance to Blind Enemies on Hit or Attacks with this Weapon Penetrate #% Elemental Resistances, in both cases with Attack Speed as second modifier. Getting this together with Dexterity and Intelligence would be perfect to satisfy attribute requirements, but you can also get this on another slot.

Beating Paradoxica is difficult and expensive, and you'd only get a few percent of damage out of it. The most approachable way would be a Warlord-influenced Jewelled Foil with both Fire Damage prefixes at high tiers, Crit Chance, Crit Multiplier, 2+ Attacks per Second and an open prefix to craft Attacks with this Weapon Penetrate #% Elemental Resistances. While the damage per hit is lower, its higher attack speed makes the build feel better to play but ultimately this is an unnecessary upgrade.

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Shield

Start with any Armour + Evasion base with 70+ Life and Resistances.

For endgame, you want to get 100% Chance to Suppress Spell Damage and 100% Chance to Avoid Elemental Ailments, and your shield is one of the main slots to get these from. Try to get 25%+ of both together with 70+ Life and a Resistance. An open suffix allows to craft up to 25% Chance to Avoid Elemental Ailments if needed.

On a very high budget, just improve on all of those stats.

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Body Armour

Start with any Armour + Evasion base with 100+ Life and Resistances.

Upgrade to a similar body armour with 30%+ Chance to Suppress Spell Damage and an open prefix to craft 25% Chance to Avoid Elemental Ailments and roll the listed Eldritch Implicits.

On a very high budget, get all that with high Chaos Resistance.

Eldritch Implicits: These are all about buffing your auras here. Aim for #% increased effect of Non-Curse Auras from your Skills as Searing Exarch implicit and Anger has #% increased Aura Effect as Eater of Worlds implicit.

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Helmet

Alpha's Howl should be your first helmet. It increases Mana Reservation Efficiency by 16% and raises the level of socketed Auras by 2, and also grants some Cold Resistance and prevents you from getting frozen.

Upgrade to an Armour + Evasion base with Molten Strike fires 2 additional Projectiles as enchantment. You'll need similar Mana Reservation Efficiency as Alpha's Howl to replace it, to achieve that craft it with Deafening Essences of Loathing until you hit 70+ Life and a Resistance or an open suffix to craft one, then try to roll the Eldritch Implicits listed below.

On a very high budget, improve on all of those stats once again.

Eldritch Implicits: The Searing Exarch implicit to aim for is #% reduced Mana Cost of Attacks. The Eater of Worlds has two possible implicits: start out with #% increased Mana Reservation Efficiency of Skills, if you get a Level 4 Enlighten you can replace this with Damage Penetrates #% Fire Resistance.

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Gloves

Start with any Armour + Evasion base with 70+ Life and Resistances.

Add in 15%+ Chance to Suppress Spell Damage and if possible, either Physical Damage to Attacks or Fire Damage to Attacks for endgame gloves, then roll the Eldritch Implicits.

On a very high budget, get a base with Strike Skills target 2 additional nearby Enemies as implicit and craft them until hitting the stats mentioned above.

Eldritch Implicits: Both influences have a really strong implicit for this build. The Searing Exarch offers Strike Skills target 1 additional nearby Enemy for additional clearspeed, which can even go up to 2 additional enemies on high budgets. The Eater of Worlds has Inflicht Fire Exposure on Hit, applying -#% to Fire Resistance to increase damage.

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Boots

Start with any Armour + Evasion base with 70+ Life, 20%+ Movement Speed and Resistances.

Upgrade to something similar with 15%+ Chance to Suppress Spell Damage and an open suffix to craft 25% Chance to Avoid Elemental Ailments, then roll the listed Eldritch Implicits and try to farm the Damage Penetrates #% of Enemy Elemental Resistances if you haven't Killed Recently enchantment.

On a very high budget, just improve on all those stats again.

Eldritch Implicits: The Searing Exarch implicit to go for is #% increased Action Speed.
The Eater of Worlds has two options depending on your other gear: if you aren't fully elemental ailment immune yet, use #% Chance to Avoid Elemental Ailments, otherwise go for #% increased Cooldown Recovery Rate of Travel Skills.

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Amulet

Start with any amulet with 50+ Life, 20%+ Elemental Damage with Attacks and 20%+ Critical Strike Multiplier, ideally on a base that grants any amount of Intelligence or an open suffix to craft it.

Improve on those stats when upgrading and add in either Physical Damage to Attacks or Fire Damage to Attacks, then anoint it with Heart of Flame and use 20x Turbulent Catalysts.

On a very high budget, just improve on those stats again.

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Rings

Start with any rings with 50+ Life, 20%+ Elemental Damage with Attacks and Resistances.

Upgrade to Opal Rings with higher stats and use 20x Turbulent Catalysts.

On a very high budget, add in Physical Damage to Attacks or Fire Damage to Attacks.

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Belt

Start with any belt with 80+ Life, 20%+ Elemental Damage with Attacks and Resistances.

Perseverance is the next and also final upgrade. With Fortitude, this belt gives permanent Onslaught while also granting Life, Cold Resistance and 1% Attack Damage per 200 Armour or Evasion your character has, whichever is lower.

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Jewels

Each of your jewels should have Life and atleast one of the Attack Speed and Critical Strike Multiplier affixes listed below.

Jewel Affixes

#% increased Attack Speed with Swords
#% increased Attack Speed with One Handed Melee Weapons
#% increased Attack Speed while holding a Shield
#% increased Attack and Cast Speed
#% increased Attack Speed

+#% to Critical Strike Multiplier with Elemental Skills
+#% to Critical Strike Multiplier with One Handed Melee Weapons
+#% to Critical Strike Multiplier with Fire Skills
+#% to Global Critical Strike Multiplier


Watcher's Eye is an optional choice that has some life and up to three aura-related affixes.
Good choices for this build are:

Watcher's Eye Affixes

Damage Penetrates #% Fire Resistance while affected by Anger
+#% to Critical Strike Multiplier while affected by Anger
#% increased Fire Damage while affected by Anger
Gain #% of Physical Damage as Extra Fire Damage while affected by Anger
#% additional Physical Damage Reduction while affected by Determination
You take #% reduced Extra Damage from Critical Strikes while affected by Determination
+#% chance to Evade Attack Hits while affected by Grace
+#% chance to Suppress Spell Damage while affected by Grace
#% increased Movement Speed while affected by Grace
#% increased Attack Damage while affected by Precision
#% increased Attack Speed while affected by Precision
+#% to Critical Strike Multiplier while affected by Precision



Flasks

Before crafting any of these flasks, use an Orb of Scouring to make them normal-rarity and then use 4 Glassblower's Baubles to raise their quality to 20%!

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Divine Life Flask

A Divine Life Flask is great for instant healing when your life goes below 50%. For that, aim for any reduced Amount Recovered/Instant Recovery when on Low Life prefix and add of Sealing with the Menagerie to remove Bleed and Corrupted Blood.

Later on upgrade to a similar flask with a higher tier Grants Immunity to Bleeding.. suffix.

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Diamond Flask

This flask grants crit chance during its effect. Aim for any Increased Duration prefix and add of the Deer with the Menagerie to remove Chill and Freeze. Once you're immune to elemental ailments, switch this to any Immunity to Poison suffix.

On a very high budget you can replace this flask with a Bottled Faith. It creates a large Consecrated Ground and makes enemies standing on it take more damage and adds crit chance against them.

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Granite Flask

This flask grants a lot of armour. Get any Increased Duration prefix once again and add of the Conger with the Menagerie to remove Shock. Once you're immune to elemental ailments, switch this to any increased Armour.. suffix.

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Jade Flask

This flask grants a lot of evasion. Get any Increased Duration prefix and add of the Urchin with the Menagerie to remove Ignite. Once you're immune to elemental ailments, switch this to any increased Evasion.. suffix.

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Quicksilver Flask

This flask grants additional movement speed for better mobility. Go for any increased Duration or reduced Duration/increased Effect prefix with any increased Movement Speed.. suffix.

The Quicksilver Flask from the Mercy Mission quest can't roll Movement Speed suffixes!


Upgrade Order

‣ Basic Gear
‣ Flasks
‣ Gear Upgrades
‣ Eldritch Currency to roll implicits
‣ Oils top anoint Heart of Flame
‣ Turbulent Catalysts
‣ Jewels
‣ Watcher's Eye
‣ Alternative Quality Gems
‣ Awakened Gems
‣ High Budget Gear
‣ Bottled Faith
‣ Awakened Multistrike


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Playstyle & Pantheon

Playstyle

Mapping

Make sure that you have Ancestral Call socketed before entering a map!

The playstyle is very simple - cast Blood Rage at the start of a map, dash near or into the enemies and use Molten Strike, then dash or move again. If you find a good rhytm, you won't have to recast Blood Rage or suffer much from its life degeneration.

Put Molten Shell on your left-click, this allows you to freely move while casting Molten Shell whenever it's off its cooldown. If you need more survivability, use your Granite- and Jade Flasks and/or Vaal Molten Shell. Enduring Cry can be used to either heal you quickly when needed or to gain Endurance Charges if used near enemies.

Recommended stats for tier 11+ maps
‣ Endgame Gear Setup
‣ 5k+ Life
‣ full Elemental Ailment Immunity
‣ 100% Chance to Suppress Spell Damage
‣ 30k+ Armour & Evasion

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Mapmods to look out for

Players cannot Regenerate Life, Mana or Energy Shield
You rely fully on your leech in here, don't couple it with no leech!

Cannot Leech from Monsters
Just annoying, skip this.

Monsters reflect 13% of Elemental Damage
Can be done with Soul of Yugul and Sybil's Lament, or skip it.

Area has patches of Burning Ground
Requires the Soul of Abberath upgrade to safely run, or just avoid the ground effect.

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Bossfights

First thing you need to do is swap Ancestral Call with Multistrike before starting the fight. Then cast Blood Rage, place your Ancestral Protector near the boss and burst them down with Molten Strike while trying to stay at their back.

Multistrike is most effective if you spam, use your defensive flasks and skills for survivability and only move when something dangerous is about to happen.


Pantheon

Soul of Arakaali (Major Pantheon)
Its default effect reduces the damage over time you take. All upgrades are worth getting to recover your energy shield faster after taking damage over time, gain some Chaos Resistance towards it and make debuffs affecting you expire faster.

Soul of Shakari (Minor Pantheon)
Its default effect limits the amount of poison stacks that can be inflicted upon you to 3 and halves their duration. Its upgrade reduces the chaos damage you take, with an additional reduction for chaos damage over time while on Caustic Ground.


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Other Guides

Arc Elementalist
Lowlife Bane Occultist
CI Dominating Blow Guardian
Ancestral Warchief Chieftain

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Thanks for reading! Hope you like the build and have a nice day!
twitch.tv/enki91
Last edited by Enki91 on May 12, 2022, 8:42:36 AM
Last bumped on May 26, 2022, 11:20:08 PM
First 😎

Sorry, couldn’t help it.

An Enki build Guide, can’t go wrong with that.
I loved harvest league.
I liked the reintroduced harvest mechanic in ritual league.
I hate the harvest nerfs with a passion.
Last edited by YersiniaD on Apr 7, 2022, 9:52:14 AM
Nice writeup. It's great seeing Molten Strike get some love.

With the PoB endgame setup and current game configuration, an average of 4.2 balls will hit per melee attack.
2.6 BLS Berserker budget shaper farmer build guide: https://www.pathofexile.com/forum/view-thread/1882710
Last edited by MoldyDwarf on Apr 7, 2022, 11:29:10 AM
"
It offers great survivability while still having decent clearspeed and survivability


Hmmm
hey enki,

this could be useful to include:
https://pobb.in/FnjEjPnmZL7P
‏‏‎ ‎‏‏‎ ‎Aura Stacking: /view-thread/2913007
‎‎MF Mirror Shop: /view-thread/3228672
‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‎‏‏‎ ‏‏‎‎‏‏‎ ‎Hideouts: /view-thread/3228297
how did you manage to make one of the strongest champ builds dogshit?
Good service faat item receive quality 100% AAAAAAA+++++
What about an ashes of the stars? You have a lot of skills that could benefit from the +levels, and qulaity increase can lead to a lot of intresting buffs as well, pretty sure it could even let you nix the enlighten and add anotehr aura of some kind
On a high budget you can slot in awakened edwa to counter ele reflect, if using leap slam you can slot in brutality or another aedwa linked to it when doing those type of maps
Is this Feared/Sim 30 viable?

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