[2.0] Cis's Immortal Mjölner build (W.I.P)


Thread update announcement, Ignore if you don't care

Please not that I'm not done with the guide for this 'Immortal Mjölner' build, experimenting is still being done. Even tho the progress have't been brisk for the last couple of month.

-29th of September, 2015
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The guide is an in-depth tutorial of how this build works from a mechanically perspective; and is also written in a fashion so that less experienced people could follow it and make it them self if they're willing to do it. Please note that the build is based around using non-legacy uniques, but is showcasing some of them.

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table of contents

1.0 The immortal Mjölner ...

2.0 The mechanics behind the build ...
  • ... 2.1 Romira's Banquet and Voll's Devotion ...
  • ... 2.2 Why the build focuses around critical strikes ...
  • ... 2.3 The usage of Eldritch Battery ...
  • ... 2.4 Aura management and effectiveness ...
  • ... 2.5 Gem setup ...
  • ... 2.6 Molten Strike vs. Lightning Strike ...
  • ... 2.7 The Mjölner setup ...
  • ... 2.8 Golem ...
  • ... 2.9 Physical Mitigation ...
  • ... 2.10 Important attributes ...
  • ... 2.11 Resource Management ...

3.0 Gear, jewels, passives and bandits ...
  • ... 3.1 Gear ...
  • ... 3.2 Core items ...
  • ... 3.3 Rare items...
  • ... 3.4 Passives ...
  • ... 3.5 Bandits ...

4.0 Gearing ...

5.0 Mapping ...

6.0 Atziri ...
  • ... 6.1 The Vessels ...
  • ... 6.2 The Trio ...
  • ... 6.2 Atziri ...

7.0 Witch vs. Marauder ...

8.0 Videos ...

9.0 The 99% version ...
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1.0 The immortal Mjölner
This is a hardcore build that got one purpose, to reach immortality. It fulfills these goals by reaching 100% resistance to all three elements and combats physical damage to the greater extent that is possible in 2.0, as well as having instantaneous life leech.

The core of this build is Mjölner;

a unique that quite directly broke the game. It got one unique property that enables, and defines, these Mjölner builds: "30% (50% if legacy) chance to cast socketed lightning spells on hit.".
This means that every attack that hits from this weapon will have a chance to cast every lightning gem that is socketed into it. This is important to know, and its mechanic in correlation to this build will be explained further down the guide. But before we dive into the more advanced sections of this guide, lets first go over the basics of this build.

This build is a life based Witch character that combines Mjölner with Discharge and critical strikes, not only does this setup reveal the true damage potential of Mjölner but it's also giving the character a vast survivability boost. Due to the frequency of Discharges that are being cast by Mjölner, the character could reliable rely on instantaneous life leech; the instant life leech is obtained by picking up the Vaal Pact keystone on the passive tree.

The build can also utilizes five defensive auras, or four and one offensive if one prefer it. The auras are all three elemental purities, Arctic Armour and Grace, or Haste. With the purities up, its initially maxed elemental resistances starts at 87% - and this can be further enhanced with elemental flasks that pushes the cap up to 100%. Due to it being crit-based, its uptime on the elemental flasks are basically always. The prefix "Surgeon's", that are craftable on flasks, ensure this. Its functionality is that it's refilling the flasks a little bit every time the character crits.

Since the build reserves five auras on its mana pool, resource management becomes very limited. In the past this was resolved by linking the Blood Magic gem into all active abilities that the character would use. Now, on the other hand, it's resolved by utilizing the 2.0 Eldritch Battery keystone. Meaning that'll now use Energy Shield as its main resource.

Pros
  • D P S B O Y S N G A L S
  • Got one of the fastest clear speed in the game
  • Can practically reach immortality
  • Über Atziri viable

Cons
  • Expensive
  • Requires high leveled characters
  • Optimized rares are hard to find
  • The frame drop is insane
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2.0 The mechanics behind the build
Now for the more advanced part. Most things that this section will bring up are commonly known for your average PoE player; but for the sake of inexperienced players, everything will be explained.
In depth guide: 2.1 - 2.13

2.1 Romira's Banquet and Voll's Devotion
Discharge requires at least one Charge of any type to be cast (i.e. one of the following: Frenzy, Power or Endurance Charge). Different builds finds their own means in order to generate them. This build uses Romira's Banquet as a foundation of charge generation:

There're two things we need to know before we keep going:
1. Its unique properties, "Gain a Power Charge on non-Critical Strike" and "Lose all Power Charge on Critical Strike", works with all skills that the player cast or indirectly cast (i.e. self casted spells and spells that are cast from "Trigger Sources", e.g. Cast on Crit).
2. By Path of Exile terminology, "skills" is defined as both attacks and spells.

These two factors are relevent to to understand the absolute fundamentals of this build, because the Charge generation 2.1 Romira's Banquet provides can only grant one Power Charge per per sequence of skills. It means that it's not possible to receive more than one Power Charge from a skill that hit enemies more than once.

By this logic the main way to gain Charges for this build isn't from the "main trigger ability" - that's used to trigger Mjölner's on hit effect - it's from the triggered spells themselves. This means that a secondary skill within Mjölner is optimal in order to efficiently gain more charges to the . (The correct links are brought up in 2.7)

To further enhance the charge generation, the build utilizes the league specific unique Voll's Devotion:

Without this unique the build wouldn't be as broken as it is. Voll's Devotion allows the character to start an endless cycle of charge generation.

Every time the character Discharges, it's consuming its Power Charges


2.2 Why the build focuses around critical strikes
The main reason isn't damage, the most prominent reason are flasks.

Elemental flasks are required in order to gain 100% elemental resistance, this build gain an additional 13% elemental resistance from them. Normally elemental flasks only give 10% additional resistance to respective element but due to the Alchemist cluster the build gain 30% flask effectiveness, and thereby 3 extra elemental resistance from them.

As a side note it should be mention that flask effectiveness only enhances flask effects i.e. the durational buff that the flasks applies; all things that applies instantaneous from flasks does not get affected by these nodes since they're not giving the character a durational flask effect, a buff to the character. This works with all flask buffs that gets applied to the character, flasks like e.g. Taste of Hate or Divination Distillate gets substantial improvements: Taste of Hate's damage conversion goes from 30% to 39% and Divination Distillate provide additional large benefits for magic find characters.

The one reason this is relevant to this section have everything to do with the "Surgeon's" prefix that are craftable on regular flasks. Its functionality is that it refills the flask by one every time the character crits and due to the "cast" frequently of Mjölner this character crits alot. This allows for a almost permanent flask upkeep for flasks with this mod, this build utilizes five of them:


Not only does this mean that the character could be immune towards all form of elemental damage (that doesn't got any form of penetration associated with it) but it will always be immune to Bleeding, Curses and Shocking (the last one could be changed into either immunity towards chill and freeze depending on upcoming scenarios).

In order to reliably rely on this logic with a permanent upkeep on flasks the character can also utilizes the mod "x increased Flask Charges gained". The charges gained from this mod is stored in a fashion that doesn't require a certain threshold in order to actually receive the flask Charge. If a character got 50% increased Flask Charges gained the game will always store the extra charges, even if it isn't a complete digit. The Surgeon's prefix will there by always give 1.5 flask Charges to the character in this case, and as well as 50% more charges from the amount of respective rarity of monsters.

A potential way this character could gain this property is through The Magnate belt:


The belt itself is ideal since it got two guaranteed and higly prioritized mods, the flask mod and the strength mod. And since it's a unique that is catagorized as a very low tier unqiue, it means that one could accumulate it without big investments and then Vaal Orb'ed them in a rapid succesion until one of them changes its implicit into "+1 maximum Endurance Charge". This corruption provides a large damage and survivability boost, and is the most ideal implicit on the belt slot.

2.3 The usage of Eldritch Battery
In 2.0 they change the fundamental function of Eldritch Battery. Instead of converting energy shield to mana, its now causes Energy Shield to protect Mana instead of Life. This new change have opened a lot of possibilities for new builds since the energy shield becomes a resource that gets spend before the actual mana of the character (considering they're not a blood magic spec), and may thereby reserve all of its mana while still having resource to spend.

But why are we using it in this spec?

There are several reasons, the main being that it allows us to reserve 99% of our mana pool while we're still able to cast our abilites on the overlapped Energy Shield that Eldritch Battery provides.

The second largest benefit of using Eldritch Battery is that it will give us more damage and more survivability. This is due to the fact that we don't have to link the Blood Magic gem to our main ability - a gem that would require us to ether sacrifice damage or survivability in the form of replacing a gem, for the main ability, to Blood Magic. And not having to sacrifice either is a large benefit for this build.

It's also easy to sustain. This is due to the new Jewel system that also was introduced in 2.0.
The Jewel base Cobalt Jewel can craft an interesting suffix that makes our resource management limitless as long as we're attacking and hitting monsters. The suffixs is called "of focus" and its functionality provides a "+2-3 Energy Shield gained for each Enemy hit by your Attacks". This by itself is really ridiculous for builds that could abuse its property; there also exist similar, yet equally strong, mods for the other two Jewel bases. With the Crimson Jewel giving life on hit (Great for lowlife attack based builds), and Viridian Jewel giving mana on hit.

Here's an example jewel for the build:


2.4 Aura management and effectiveness



2.5 Gem setup










2.6 Molten Strike vs. Lightning Strike

2.7 The Mjölner setup
This is important!

Since Mjölner's trigger effect "cast" every gem that is socketed into it, its going to "cast" the spells in a similar way to Cast when Damage Taken. Meaning that the socketed gems will never be triggered simultaneously but will follow a sequential trigger pattern. The order that determines which gems that will be triggered revolves around the links of the item. Its starts the cycle by triggering the gem in the top left socket in the item, and then its following the links to each individual socket down the links, and triggering the socketed gem likewise.

So what does this mean for us?

Because Discharge requires at least one Charge to be cast, there's a high possibility that the secondary skill that is linked within Mjölner is going to interfere with the mechanics of Romira's Banquet (2.1). Meaning that if the secondary skill crit the character will lose all of its Power Charges, and thereby losing either a large portion of its damage or the functionality to even cast Discharge (if the character doesn't have any Charges it can't cast Discharge)

But this will only be the cast if the secondary skill is linked before Discharge in a fashion that is explained above.

For this build it means that ALWAYS link Arc AFTER Discharge in a clockwise patter inside the Mjölner

2.8 Golem

2.9 Physical Mitigation
While the build is immune to all form of elemental damage, it can still die to avast amount of physical damage. But this will only be the case if the player doesn't pay attention to the monsters.

The build is combating physical damage in five different ways:
The usage of Lightning Coil,
Arctic Armor,
permanent uptime on endurance charges - up to seven,
30k~ armour,
and in the worst case scenario a four second long Immortal call that triggers with a Cast when Damage Taken set up.

2.10 to Vaal Pact or not to Vaal Pact

2.11 Important attributes
v. 1.0
There are some stats thresholds that we need to keep track of when starting this build. Mjölner by itself requires 412 Strength and 300 Intelligence to even be worn. From the passive tree the character (by level 80~, if it's only branching out to take up all the attribute points) takes up:
250 Strength,
330 Intelligence and
90 Dexterity.

The Witch also starts with the following attributes:
14 Strength,
32 Intelligence and
14 Dexterity.

That leaves the total base attributes for this character to:
264 Strength,
362 Intelligence and
104 Dexterity.

From this point the Intelligence is set, but it still takes an additional 148 Strength to just equip the Mjölner. Here's where the gearing become very important for this build. From the core items (that meaning the required uniques that this build utilizes), it's only getting attributes from two places: The Magnate belt and Voll's Devotion amulet. From these items the character gets an additional 69~ Strength and 24 Intelligence (these are approximately attribute values that are based on an average rolled The Magnate belt and an non-corrupted Voll's devotion with its implicit modifier rolled to the max, that being 24 to both Strength and Intelligence).

With these items equipped, the character attributes will end up like this:
333~ Strength,
386 Intelligence and
104 Dexterity.

This means that Strength is an affix that are highly prioritized on the remaining rare gear pieces, 79~ additional Strength is required for the Mjölner to be worn. But not only do we need alot of Strength, we also want to achieve 155 Dexterity since this allows a level 20 Haste or Grace aura to be equipped (159 Dexterity is required if the character got a level 21 Haste or Grace). This means we're also looking for 51 to 55 combined Dexterity on the rares as well.

Beside finding the remaining attributes on the rares, the Jewel System is an additional way to fill out the required Strength and Dexterity.


2.12 Important stats

2.13 Resource Management


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3.0 Gear, jewels, passives and bandits
Text text text

3.1 - 3.5
3.1 Gear
My current gear setup

This is the type of gear my 95 Witch got at the moment, but once again her gear isn't "finished" on my end, I'm still missing these part in order to call myself done:
+1 maximum Endurance Charge The Magnate belt
Taste of Hate
Not so shitty Jewels


Gear:




Jewels:


Flasks:





3.2 Core items
Spoiler

Weapon:

text about the item

Shield:

text about the item

Armour:

text about the item

Helmet:

text about the item

Belt:

text about the item

Ring:

text about the item

Amulet:

text about the item

3.3 Rare items
text about them


3.4 Passives
v. 1.1 trees

Older versions

v. 1.0 trees

Witch

Level 97 build

The +10 Strength and Power Charge Duration nodes over at the Templar side should represent the Endurance and Power Charge if the character were to obtain an Intuitive Leap.

Scion

Level 97 build

The +10 Strength and Power Charge Duration nodes over at the Templar side should represent the Endurance and Power Charge if the character were to obtain an Intuitive Leap.




3.5 Bandits
Normal - Help Oak (40hp)
Cruel - Kill all (Skill Point)
Merciless - Help Oak (+1 maximum endurance charge)

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4.0 Gearing
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5.0 Mapping
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6.0 Atziri
will be updated: 6.1 - 6.3

Gear for the Vessels



Gear for the trio



Gear for Atziri




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7.0 Witch vs. Marauder
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8.0 Videos
Excavation, tier 13 ,map
Double Wasteland, tier 13, bosses facetank
Atziri
Über Atziri
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9.0 The 99% version

Spoiler

or 99% res instead 100% bla bla bla that shit is prolly more oopopopop but ewhjkrwrkwerwlr

Spoiler
https://www.pathofexile.com/passive-skill-tree/AAAAAwMAAF4B3AQHBS0FQgX5CC4OXA-rEuEVIBXwFm8WvxcvGYoZjhm0Go8dFCFgI_YkiySqJpUnCymlKjgsnC0fLYMuUy9vNuk6WECgQZZEDUSrRX5HfkyzTZJQQlM1VUtVrlXGVdZeE2EhYeJko2TnZU1q-nC7dO108Xrvf8aApIIQgh6DtoPbhNmE74bRivCMNo19jmSPRo-mkyeVIJcGm6GhL6KjouqjiqyYrrOwq7b6vTa-ir6nwcXB88M6xILI8NAf0PXTb9N-2RPawdsL37DjaulG7Bjtg-4O707veu_r9qP22vem99f5Y_rS-wk=


or

Spoiler
https://www.pathofexile.com/passive-skill-tree/AAAAAwMAAF4B3AQHBS0FQgX5CC4OXA-rEuEVIBXwFm8WvxcvGYoZjhm0Go8dFCFgI_YkiySqJpUnCymlKjgsnC0fLYMuUy9vNuk6WECgQZZEDUSrRX5HfklRTLNNklBCUzVVS1WuVcZV1l4TYSFh4mSdZKNk52VNavpwu3TtdPF673_GgKSCEIIeg7aD24TZhO-G0Yw2jX2PRo-mj_qTJ5UglwaboaEvoqOi6qOKrJius702voq-p8HFwfPDOsjw0B_Q9dNv037ZE9rB2wvfsONq6_XsGO2D7g7vTu967-vw1fId9qP22vfX-WP60vsJ


maybe with acro


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The build was inspired by Havoc's life based crit version which was inspired by Muir's Lowlife Version which was inspired by Funsy's mjolnoob version which was inspired by tom94's rainbownuke version which was inspired by ????'s version which was inspired by "spirit of good builds" version which was inspired by MorsDidItFirstProductions™.
DEEPS MEEPS REEPS
Last edited by Freakopat on Dec 11, 2015, 1:18:06 PM
Reserved
DEEPS MEEPS REEPS
Reserved
DEEPS MEEPS REEPS
"
...which was inspired by MorsDidItFirstProductions™


hehe

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