[2.6] life Mjolner done right by Rico - Berserker version

Thanks a lot for your help. You are awesome!
Rico, how would you compare the dps of this build vs the low life RT version? Survivability wise, I guess this build has much better phys damage mitigation. For elemental damage, the lower life pool vs the low-life build makes this slightly more prone to one shots?

For the gems socketed, does it make sense to run Blood Rage as well for Attack Speed/Frenzy Charges? And perhaps additional auras or heralds for more DPS? If we had a 6L, might consider socketing Curse on Hit as well on our main attack skill?

Im thinking of making the switch over from the low life RT version so Im just bouncing ideas here.
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eugenez wrote:
Rico, how would you compare the dps of this build vs the low life RT version?



I was playing low life rt rainbownuke in 2.2 and I liked what Tackle and guys did with it. Its still a very good build and Im sure that guys from its thread will put together a nice version for 2.3 soon. Now you see the main diferrence here however is how many active charges you have in that moment when it goes nuke. With low life rt version 3/3 is the minimum you would get and 4/4 maximum vs single target aka boss. With this however minimum is 3/9 and maximum 3/9. 6 active charges vs 12 all the time at minimum. Its double the dmg in its root.

Now going the most dmg oriented low life rainbownuke which is mara/berserker vs this with dmg oriented setup: with a zerker you'll have similar dmg increase but few more "more" multipliers however becsuse of 50% less dmg in its root zerker will do less dmg overall.

According to my calculations (which you can review in my mjolner dmg calculator) low life zerker will dish out about 150k vs 0% resistance target and around 100k vs 40% resistance target aka the boss at minimum.

This version with dmg oriented setup uses iron will controlled destruction and penetration at the same time and does around 230k vs 0% resistance and 160k vs 40% at minimum. I honestly doubt that theres a mjolner build (or was) that dishes out more.

The "allways ready 12 charges" are also what enables shield charge as a very effective (and fun!) skill for overall map clearing.

Now in terms of tankiness this version has much lower ehp than low life but at the same time much higher mitigation both physical and elemental to make up for it. Also physical is much more important (unless you're doing uber) because when it comes to big hits that are scarry (Malformation piety beam, Residence and Palace Dominus smash, Malachai smash, Wasteland Volls smash and so on) those hits has plenty of physical dmg in one hit making your 15-20k armor to reduce only about 10-15% of incoming damage when "allways up" 9 endurance charges on the other hand provides 36% reduction no matter how big the hit is. Fortify is working underneath all of it.

I did many T9-T15 maps and there was no single boss that could one shot me. And if he/she cannot one shot me its pretty much dead.

The only ones that I didnt test and I fear a bit are Palace Dominus and Core Malachai.

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For the gems socketed, does it make sense to run Blood Rage as well for Attack Speed/Frenzy Charges? And perhaps additional auras or heralds for more DPS?


You dont need more dps with latest damage oriented setup thrust me :) But if you really want that Blood Rage can be easilly sustained without life drop.
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 Jun 8, 2016, 1:27:16 AM
Shield charge got nerf on AOE, OMG, couldn't believe it, in a middle of league. Kinda disappointed about this action, no more words on this patch lol.
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Shield Charge now has 20% less area of effect and the maximum distance has been increased from 50 to 60.

The number of targets that Discharge can hit has been increased from 20 to 30.


Lol I didnt knew that there was a limit of targets on Discharge.

Anyway... nah... not a problem. I have allready 20% inc aoe from tree alone and theres an option to throw inc aoe support gem in a 4 link.

Lets assume shield charge had 8 base aoe radius. Now it will have 6 (rounded down). With 20% aoe inc its 7, with 57% inc aoe its 9. No big deal.
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
"
RicoKGB wrote:
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Shield Charge now has 20% less area of effect and the maximum distance has been increased from 50 to 60.

The number of targets that Discharge can hit has been increased from 20 to 30.


Lol I didnt knew that there was a limit of targets on Discharge.

Anyway... nah... not a problem. I have allready 20% inc aoe from tree alone and theres an option to throw inc aoe support gem in a 4 link.

Lets assume shield charge had 8 base aoe radius. Now it will have 6 (rounded down). With 20% aoe inc its 7, with 57% inc aoe its 9. No big deal.


Yeah, but they do something in mid-league as they never did in the past as they said. Not a problem with our build, but this patch got too much attention on reddit lol.
I know what you mean. But they had a chance to nerf it just before the 2.3 release. They knew about all theorycrafting that exploded around Unrelenting passive when it was announced. At the same time theres no Anarchy nor Onslaught with Zana this patch and it is very hard to obtain Volls Devo on a temp league (who wants to farm Voll forever?). It just seems that they do not care that much abut standard balancing. Thx to that we can enjoy it.

This build is brutally good but from temp league point of view its an end-game meta that many may not accomplish.
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 Jun 8, 2016, 8:07:23 AM
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Thanks a lot for your help. You are awesome!


I just tested with Scold's Bridle . And it can proc about 80% of time (in the end, it's just 20%, so don't put your faith in this too much), so I think that this is the best way to gain endurance charge on non-voll's equipment and play around beside power charge. Try to set up Warlord's Mark as curse aura also gain another 30% on kill, so that you can have enough healing through spending charge.
I've just tested nerfed shield charge, with 20% inc aoe from tree I feel no 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
"
discy2524 wrote:
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Can you post some suggestions/alternatives for those who cant afford a Voll's Devotion? It would be much appreciated. (noob here,new to the game so dont go hard on me :P ) I just love this build and I cant wait to play it!!!!!!!


I think that you should also get a Doedre's Elixir flask, help you a little bit in case Unflinching does not proc. For Scold's Bridle, it seems to be mostly on time with endurance charge, may be 80% of time, I guess so. That's a reason I told you to grab a flask. Warlord's Mark curse also help you to maintain the Endurance charge when you are clearing maps (in case you can use it as aura). However, you have to do this with Cyclone or the other skills, Shield Charge is not fast enough to hurt yourself in a short time. After finishing work, I will test this solution further, hopefully, they can somehow fake a voll's amulet effect.


I never thought of scold's bridle, hmmm nice idea. I may have to try a temp league mjolnir with that item + jugg at some point. Seems like it could work pretty effectively and be fun.
Last edited by Anbokr on Jun 8, 2016, 4:01:18 PM

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