[2.3] Vigilant Juggernaught

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Introduction
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Vigilant strike has one the biggest physical % in the game. With the 2.3 changes to the maurader juggernaught ascendancy node unrelenting, vigilant strike looks like a fun and viable melee skill choice!


Gear:
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Chest: Kingsguard
Helm: Abyssus
Weapon: 2h rare mace
Gloves: verusos battering rams / wyrmsign
Boots: rare
Jewellery: rare
Flask: deodres


Tree:


Key Points/Nodes:
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Key points:
+ Life 160%++
+ Armor 300%+ with fortify up, which it almost always will be
+ 350% Physical Damage
- Resolute technique only needed if leap slam and vengeance needed to generate charges



Links:
Vigilant strike + Faster attacks + melee physical + added fire + melee splash + (multi / physical to lightning)
Leap slam + vengeance + stun + endurance charge on stun + faster attacks + (melee physical)
Blasphemy + warlords + hatred + enduring cry
Cwdt(lvl20) + molten shell + increased duration/flame golem + immortal Call/blood rage
Ancestral protector + melee physical + melee splash + faster attacks

Unsure if able to sustain charges with immortal call on cwdt. If not, then blood rage and flame golem instead of ic and increased duration.
Unsure if vengeance needed with stun to fill endurance charges.
Packs should sustain charges with ascendancy passive and warlords.
Bosses should sustain charges with deodres and enduring cry and ascendancy passive.

If vengeance and leap slam dont need stun / endurance charge on stun, then drop stun cluster on tree, drop vengeance (replace with ancestral protector in 5/6L). This frees up 4L - perhaps 2nd cwdt with blood rage, flame golem.

Will update first week of 2.3......
Last edited by KrashTest on Jun 2, 2016, 4:16:59 PM
Last bumped on May 30, 2016, 5:46:08 PM

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