[2.4] THOR'S RAINBOWNUKE: RIP to GGG Designing for Xbox One

Mjolner builds are trash tier as of 2.5; I no longer advise following this guide

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2.2 ASCENDANCY (Updated March 24th 2016)

ENDGAME EXAMPLE VIDEOS: Demonstrating the Maximum Power of this Build with GG gear
Deathless T15 Core Run & Malachai Kill

Double Boss Core Malachai Kill (NOT Deathless)

Faceroll T15 Abyss -max vulnerability double onslaught

-Max Ele Reflect T11 Crematorium

BUDGET EXAMPLE VIDEOS: Look below for what to expect with new Mjolner, no Volls, etc...
Super Cheap NO VOLLS/SHAVS T11 Crematorium

Midrange Budget (Volls/Shavs) T13 -max Excavation


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Hello everyone! I'm tackle70 and I want to show you how you can unlock the true potential of the unique Gavel Mjölner by combining it with Romira's Banquet, and Voll's Devotion.



Note, that Mjölner, Romira's Banquet and Voll's Devotion are required for the build to work optimally. However, Voll's Devotion is not required until T12+ maps.

Everything that is going to be mentioned has been tested and confirmed working.

Huge special thanks to Tom94 for originally creating this build way back in 1.1 when Mjölner was released. This is a continuation of his original build thread, made with permission. This build was formerly in the Scion subforum (here) but Marauder has been ideal since 2.3 and as of 2.4 is the only logical choice, so it's time for the guide to show up here!

Special thanks to goat4dinner for making the graphics used in this guide!

Thanks also to Tanakeah and iSo1id for their help testing various things in Ascendancy.

"Thor's Rainbownuke is the greatest build ever made in Path of Exile." -Tom94

"My hammer is amazing - I never thought of using it for explosions!" -Thor

"Now I see it: This is exactly what Diablo 3 lacked." -Way Jilson

"Rainbownuked my way to a pot of gold and one-shotted the leprechaun on the way." -Goat4dinner

"DPS" -Fyndel



Best Ascendancy & Class Choice: Berserker (Marauder)
  • Take Pain Reaver, Aspect of Carnage, then Rite of Ruin
  • This does two things this build absolutely LOVES - provides a solid amount of Life Leech (Pain Reaver) and a massive damage boost (Aspect of Carnage). Rite of Ruin is just a nice bonus.
  • As of 2.4, with all the various balance changes to Mjölner, I would no longer recommend playing this build (Low Life Mjolner) on another class or Ascendancy.


Should I Care About Lab Enchantments?
The short answer is "no, not really". If you can get +Damage on your helmet for Arc or Discharge, that's a nice little bonus, as is +2 Projectiles for Molten Strike. But I don't think it makes enough difference to be worth farming for.



Why use this build?

Pros
  • Great DPS and Survivability for its budget (budget version = 3 exalts, high end expensive version = 90 exalts with legacy gear). In my opinion, this build strikes the best balance of damage, cost, clear speed, and survivability of all Mjölnerbuilds.
  • This is the best general mapping version of Mjolner due to the incredible movement & clear speed. As of 2.4, no other Mjolner builds come close.
  • Level 100 proven
  • Not dependent on flavor-of-the-month mechanics or game balancing to work. This build has been viable since 1.1 and has maintained a relatively consistent power level around the top tier of builds for over 2 years. This remains true with the balance changes in 2.4. Very few builds can make this claim without relying on far more expensive gear setups.
  • Can do ALL maps except Tier 12+ maps with the "no leech" mod. Maps with both -max and elemental reflect are dangerous but doable with the new Vessel of Vinktar unique flask.
  • 99% of map bosses are doable without danger regardless of map mods.
  • Can easily farm normal Atziri
  • Lots of options for fine-tuning your gear, passive tree, and gem setup to your own preferences
  • EXPLOSIONS!


Cons
  • Not great for temp leagues since it requires Voll's Devotion, a legacy unique which is difficult and very expensive to obtain in temp leagues. This build is best for Standard League.
  • This isn't a very friendly build for new or inexperienced players. In addition to the up front cost and high level requirement, this build manipulates a lot of different game mechanics (e.g. blood magic, vaal pact, low life, etc) and requires decent play and flask use to perform optimally. In other words, if you have no clue what you're doing in this game and just want to copy a build and try it, I'd start somewhere else.
  • Can be a bit of a glass cannon at times where small mistakes in your play lead to instant death.
  • Difficult to get Magic Find on your gear
  • High level characters only. Level 80+ is strongly recommended and 90+ is ideal. Level with a different build.
  • Ridiculously bad build for PvP, if you care about that
  • You could run this build in Hardcore, but I would not recommend it as of 2.4.
  • Uber Atziri, Uber Trio, Core Malachai, T16 Bosses, the Shaper, and Rigwald are all EXTREMELY dangerous for this build. You can kill them, but you will die trying unless you play perfectly.


Summary of Changes Over Time
2.0 to 2.1

  • No meaningful changes to passive tree from 2.0 to 2.1
  • Repentance Crusader Gloves recommended as Best in Slot item for gloves
  • Vessel of Vinktar Unique flask added to core gear recommendation
  • Lightning Penetration or Controlled Destruction recommended as support gem for Arc and Discharge in your Mjölner
  • Due to the HUGE increases to Damage from Lightning Penetration or Controlled Destruction along with the Repentance gloves, Lightning Strike is the recommended primary attack again, except for bosses where you need Molten Strike's single target DPS.
  • Warlord's Mark removed from the Cast When Damage Taken link and instead linked with Blasphemy


2.1 to 2.2 (Ascendancy)

  • Passive tree change: Remove the 3 flask effect nodes north of Witch; they are no longer useful with the nerf to elemental utility flasks
  • No meaningful gear changes
  • Added Ascendancy class comments and recommendations (see above)


2.2 to 2.4 (Atlas of Worlds)

  • No meaningful Passive Tree or Gear changes
  • The Marauder's Berserker Ascendancy is now so much better than all other options for this build that I have moved the build guide out of the Scion forum to Marauder. Scion Ascendant is in a really bad spot and there's no indication it's going to get buffed anytime soon.
  • Mjolner got hit with MASSIVE mechanical changes. 100% proc rate. Only one spell triggered per proc. 35% less Discharge damage. 100ms cooldown per spell.
  • Accordingly, for single target bosses, it is now recommended to use Concentrated Effect, Lightning Penetration (or Controlled Destruction), and Discharge in Mjolner.
  • It is now also recommended to find a way to work Vaal Discipline into your gem setup, due to the increased danger of some boss fights
  • The overall power level of this build has decreased if you had legacy gear pre-2.4. It may have actually increased from pre-2.4 if you were using a 30% Mjolner.




Discharge
Discharge is not manually casted, therefore we need to look at the Spell Total Combined Damage.

Using any Flask adds another 10% chance to Shock enemies, if Doryani's Invitation is equipped.

This screenshot was taken with 4 Power Chargess and 4 Endurance Charges active.

Lightning Penetration + Arc + Discharge in Mjolner

Lightning Penetration + Concentrated Effect + Discharge in Mjolner

Arc
Arc is not manually casted, therefore we need to look at the Spell Total Combined Damage and not Damage per Second. Note that there is 38% Lightning Penetration as well.

Using any Flask adds another 10% chance to Shock enemies, if Doryani's Invitation is equipped.


Molten Strike
Molten Strike is used for triggering the spells listed above, therefore only the Attacks per Second, Chance to Hit and Projectiles Fired are important.

Lightning Strike
Lightning Strike is used for triggering the spells listed above, therefore only the Attacks per Second, Chance to Hit and Projectiles Fired are important.
Note, that Lightning Strike's projectiles chain one time because we are using Mjölner.



Defences (No Flasks)


DPS


More seriously, as of 2.4 the max single target DPS you're going to be doing is somewhere between 400k and 500k DPS with Vinktar flask up. Pretty respectable.




Example Gear (tackle70's)
Gear:


Flasks:


Jewels:


Extra Swap-in Gems:
Swap in Greater Multiple Projectiles and Molten Strike in place of Lightning Strike and Fortify for killing most high level map bosses which require higher single target DPS than Lightning Strike provides.


For Bosses (swap for Arc):


Gear Swap for Core Malachai (his hits freeze and a single "Heat" flask is not sufficient to deal with it):


My gear swaps for dangerous maps with -Maximum Elemental Resistance:



Core items:

Mjölner is the item, that this build is based around. Each time you land a hit, a socketed lightning spell is triggered from Mjölner. We always put the lightning spells Discharge and Arc into this item for clearing out maps, since Arc does amazing Area damage to clean up packs and Discharge does the heavy single target hits to clear rare and unique mobs. Furthermore Mjölner provides an additional chain for all our projectiles, making Arc slightly more powerful and - more importantly - making Lightning Strike generate additional hits.


The great benefit of Romira's Banquet is, that it grants a Power Charge whenever you deal a non-critical strike. Since this build is taking the Resolute Technique keystone in the passive tree we can not deal critical strikes and therefore can not lose Power Charges by using this item.


Since Discharge expends all Power Charges, Voll's Devotion effectively doubles the total amount of charges available for each consecutive Discharge by generating an equal amount of Endurance Charges. As a side-effect we always have Endurance Charges to be expended by Immortal Call and protect from Physical Damage.

NOTE: This latter defensive role is by far the most important function of Voll's Devotion in 2.0+, because Immortal Call is your only meaningful defense against physical damage. The extra Damage provided is just a bonus.


If you can acquire the necessery Strength on your passive tree and gear to not need any on your gloves, Repentance Crusader Gloves are the Best in Slot item here. They provide an OK amount of Energy Shield, but most importantly provide a MASSIVE damage boost as they give you Iron Will. Since this build has 412+ Strength, Iron Will provides a minimum of 82% increased Spell Damage.


The new unique flask Vessel of Vinktar is highly recommended for this build. It takes the build to a whole new level of power both in offense and defense. Defensively, the incredible 30% Lightning Leech enables you to become invulnerable to everything except one-shot-kills during the flask duration, as you heal to full nearly instantly every time Mjölner triggers. This is so strong defensively that you no longer need to use Life Leech in Mjölner and can instead use Lightning Penetration for a significant boost in your damage.

NOTE: The 10% Lightning Penetration roll is ideal on this flask, but not necessary. The core stats of the flask are all you really need, and Lightning Penetration is just a bonus.

Low-life:
Because we are playing a low-life build, we need either Solaris Lorica or Shavronne's Wrappings to prevent chaos damage from almost instantly killing us. You do NOT need a 6-Link for this build to work. Only a 4-Link is required.


Jewels:
At least 3-4 Crimson Jewels with Life Gain on Hit are mandatory for this build so that you can sustain your attacks without carrying a Life Flask. Attack Speed, Energy Shield, Spell Damage, Strength, and Dexterity are all desirable rolls as well.

IT IS CRUCIAL TO NOTE THAT CRIMSON JEWELS ARE WHAT PROVIDE YOUR LIFE GAIN ON HIT TO SUSTAIN YOUR ATTACKS.



The following Unique jewels are recommended for this build if you already have enough Life Gain on Hit to sustain your attacks:

Because we are using the Blood Magic Keystone, Clear Mind gives us a large amount of free Spell Damage with no downside. Energy From Within can be socketed just northeast of the Scion starting area in conjunction with the hybrid Energy Shield/Life wheel nearby to give a large boost to Energy Shield


Important stats:
Since Mjölner requires 412 Strengh and 300 Intelligence to be worn we want to get as much Strengh and Intelligence as possible on our items next to the main focus of getting a large Energy Shield pool. Elemental resistances are less important due to the usage of the 3 Purity auras while Chaos resistance is very good to have. For well geared characters which have enough Strength and Intelligence, Attack Speed on the gloves and Movement Speed on the boots are good stats to aim for.

Note that the Forsaken Masters expansion made gearing this character much easier than previously, as you can master craft up to 30 Strength or Dexterity onto a rare piece of gear which has an open suffix for crafting.


Recommended Starter/Budget Items:

The Vertex is an extremely good helmet for its price. It offers a decent amount of energy shield while also adding chaos resistance and another level to auras within its sockets.

Note that it can also be used to socket your main attack and make use of the Gems in this item have 50% reduced Mana Cost mod; this will dramatically lower the amount of Life Gain on Hit you need to sustain your attacks.


Doryani's Invitation (lightning version) provides Strength, Lightning Damage, Chance to Shock and Lightning Leech. This is exactly what we want! Note that this belt is not only inexpensive, but also more or less Best in Slot for this build.


It is advisable to use a shield with Spell Damage and additional survivability. Rathpith Globe is a cheap and great item for this purpose.


Rainbowstride are a cheap way to get a pair of boots with resistances, movement speed, and Energy Shield if you are just starting out.

What Look for on Ideal Rare Gear:
Spoiler
Rare gear is desirable for your Helm, Boots, Shield, spare Ring, and most of your Jewels. Here is how I suggest you prioritize your stats on these items when looking for gear upgrades:

For your Helmet:
  • Open suffix for Master Crafting +Strength, or a good +Strength roll
  • High Energy Shield (300+)
  • Magic Find (Increased Item Rarity and/or Quantity)
  • Resists (including Chaos Resist)
  • +Dexterity


For your Boots:
  • Open suffix for Master Crafting +Strength, or a good +Strength roll
  • High Energy Shield (180+)
  • High Movement Speed (20%+)
  • Magic Find (Increased Item Rarity and/or Quantity)
  • Resists (including Chaos Resist)
  • +Dexterity


For your Shield:
  • Open suffix for Master Crafting +Strength, or a good +Strength roll
  • High Energy Shield (300+)
  • High Spell Damage
  • Resists (including Chaos Resist)
  • +Dexterity


For your Ring:
  • This can be whatever you want or need. A good place to pick up an extra gem slot with an Unset ring for Vaal Discipline or another aura for which a gem slot is needed. You can also get any remaining Resists, Strength, Dexterity you need. If you have all you need on other gear, get Magic Find (Increased Item Rarity and/or Quantity)


For your Jewels:
  • Your first priority is obtaining sufficient Life Gain on Hit with Crimson Jewels. You will need 3-4 Crimson Jewels with this mod. If you are using The Vertex, you can get by with just two jewels with Life Gain on Hit.
  • After you have sufficient Life Gain on Hit, get as much Attack Speed as you can.
  • If you fail at getting an Attack Speed roll, then go for Energy Shield, Spell Damage, Lightning Damage, or Strength/Dextery as desired.


For your Flasks:
  • In addition to the unique flask Vessel of Vinktar, you want four Perpetual flasks, with mods of Staunching, Grounding, Heat, and Warding. I believe the flask setup listed in the Example Gear to be ideal.






Offensive spells: Arc+Discharge+Lightning Penetration+Concentrated Effect

We have 3 gem sockets in our Mjölner and need to use them to gain optimal damage. It is clear, that Discharge is a must due to the high damage it provides if enough charges can be obtained. A second spell Arc is chosen for map clearing due to the superior damage and range compared to other possible lightning spells. Note, that using Discharge a second time is not an option, because we would only have half the amount of charges per usage of Discharge, essentially keeping our damage output the same while crippling the potential for elemental status ailments by having weaker hits. As a nice bonus, quality on Arc provides additional Chance to Shock, which again boosts our damage.

The third socket in Mjölner should be Lightning Penetration or Controlled Destruction, if you have a Vessel of Vinktar flask. If you do not have Vessel of Vinktar, you may want to use Life Leech instead.

For Bosses, we want to take out Arc and put in Concentrated Effect for a massive damage boost to Discharge.



Primary & Multi-target attack:Lightning Strike
When facing a larger amount of enemies, it pays off to use another attack than for single enemies if it can generate even more hits per second. The attack of choice for us is Lightning Strike.

The links used for Lightning Strike are:
Lightning Strike-Faster Attacks-Multistrike-Fortify


Lightning Strike

At Level 20, Lightning Strike fires seven projectiles which all chain one time due to an effect of Mjölner. This saves us the need for linking Lightning Strike with Chain or Greater Multiple Projectiles. In addition to generating many hits per second Lightning Strike also has an amazing range, enabling us to melt packs even at a great distance.

Note that quality on Lightning Strike is not only useless for this build but actually harmful! We do not want the projectiles to pierce and waste potential chains by flying into a wall.


Here is a demonstration of how Lightning Strike works:




Single-target attack:Molten Strike
Mjölner triggers the socketed spells on every hit. Therefore we have to look for single-target attacks which cause the most hits per second. The best single-target attack for this build easily is Molten Strike.

The links used for Molten Strike are:
Molten Strike-Faster Attacks-Greater Multiple Projectiles-Multistrike



Molten Strike

Molten Strike introduces randomness, because the balls of molten magma always fly to different locations. However on average it hits frequently enough to be consistent and deal very high damage to single targets and small groups of enemies. It is very effective against bosses.

The primary downside is that there is a build-up time until the first balls of molten magma hit the enemy; be careful if you have low energy shield.

Here is a demonstration of how Molten Strike works against Dominus:




Recommend use of Lightning vs Molten Strike:
Simply use Lightning Strike to clear maps and then swap in Molten Strike to kill the boss if the boss has enough health to be difficult or slow to kill with Lightning Strike.


Movement Skill: Leap Slam

You should link Leap Slam with Fortify. This allows you to Leap Slaminto bosses to begin attacking with Molten Strike and have Fortify up as you do so.

Leap Slam is the ideal movement skill for this build. It has good synergy with our increased attack speed, and provides us with an additional method for getting Fortify.

Additionally, this provides you with the option of using Molten Strike as a primary attack. It is often slow and dangerous to simply walk up to an enemy - or boss - and use Molten Strike; the inclusion of Leap Slam allows you to have fast, precise control of your movement and attacks using Molten Strike. Leap Slam in, kill with Molten Strike, Leap Slam out.


Defensive skills: Cast When Damage Taken + Immortal Call || Fortify || Blasphemy + Warlord's Mark

This build makes use of Cast when Damage Taken in combination with Immortal Call to mitigate large amounts of physical damage. Since there always are Endurance Charges available there is no need for Enduring Cry. Link Immortal Call with Increased Duration as well. This is the primary way you mitigate physical damage with this build. If Physical Damage does not 1-shot you, it basically cannot kill you!


Fortify is included in the build, as it provides a flat 20% reduction to all incoming damage, including damage from reflect. Fortify is linked to our movement skill, Leap Slam, as well as to our primary attack, Lightning Strike.


Blasphemy is used with Warlord's Mark in order to leech life from surrounding enemies. This grants a substantial boost to our survivability, and ensures we can use Lightning Penetration or Controlled Destruction instead of Life Leech in our Mjölner.


As of 2.4, I strongly recommend including one copy of Vaal Discipline in your build as a failsafe option for difficult boss fights or degen damage. Stay safe, exiles!

Auras & Heralds:


This build takes maximum advantage of the Auras to boost offense and defense. Purity of Ice, Purity of Fire, and Purity of Lightning cover our elemental defenses and raise our maximum elemental resistance. Note that level 23 is desirable on at least Purity of Lightning to aid in defense against elemental reflect due to the additional maximum resistance reached at level 23.

Haste is used to give a much needed boost to attack speed and also provides a bonus to movement speed. Discipline boosts our Energy Shield to endgame levels. Wrath and Herald of Thunder provide an enormous boost to Damage.

Note that a level 4 Enlighten along with applying Empower to your auras is purely optional.


Being at least level 80 is STRONGLY recommended for playing this build. You can get it to work as early as level 65-70 but it's clunky. The build begins to shine at level 90+ and benefits from leveling all the way to 100. Note that Scion and Witch are no longer great options for the build due to how much better the Berserker Ascendancy is in Marauder.

Bandit Reward Choices

Kill all in Normal and Cruel to receive 2 Passive Points but help Oak in Merciless to receive +1 Maximum Endurance Charge.


Important Info About These Passive Tree Suggestions

NOTE 1: You can and should optimize these based on how much +Strength and +Dexterity you need based on your gear – you may need more (or less) of these nodes than I have here.

NOTE 2: This build has some flexibility and you can modify the tree as you see fit. Want to take fewer Energy Shield and more Damage nodes? Want to run one less aura and not take every aura node on the tree? Want to sacrifice a couple passives to try for a dual-curse setup? Go for it! This guide goes with what I believe personally to be optimal, but some of this is personal preference. Feel free to experiment and tweak to your liking.


Marauder, Level 100

Marauder, Level 95

Marauder, Level 90

Marauder, Level 80

Passive Tree Philosophy:
This build takes the following Keystones: Blood Magic, Pain Attunement, Ghost Reaver, Vaal Pact, Resolute Technique, and Unwavering Stance.

Following Keystones, acquiring sufficient +Strength and +Dexterity to use your gear and auras is second priority.

Once sufficient stats are acquired, (almost) all Aura nodes are taken.

Finally, Energy Shield and Spell Damage passives are taken, along with as many Jewels as possible.


Yes, I've seen the 2.6 change to Mjolner. The new change amounts to about a 25% damage increase for the build. This is meaningless, as the item badly needed a more damage multiplier to make up for the effective less multiplier from cooldown.

This item and build will still not be playable and I will not be updating the guide.

Sorry.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70 on Feb 28, 2017, 10:15:23 PM
Last bumped on Mar 21, 2017, 1:58:15 PM
Good You've made it.
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 5, 2016, 10:36:44 AM
OK a bunch of the formatting and item links broke when I migrated over but I think it's fixed now.

Have fun nuking!
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
I'll be making demo videos soon... if anyone has a request for a map or map boss you want to see, feel free to leave that here.

I'm not bothering with Uber Atziri. Uber was very difficult in 2.3 and I don't think she will be doable in 2.4 with this build without modifying the setup a lot.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
"
Zipp00 wrote:
The Minotaur map seem like very hard for me! Cuz this boss deal physical dmg and i die with just only 1 hit from him and also the rocks fall.
Anybody have ideals about how to deal with that Minotaur>?


Minotaur is definitely a very tough fight for this build due to the lack of physical mitigation - other builds will almost certainly be able to do Minotaur FAR easier than this.

However, it IS doable, and I believe with a little practice doable without dying as long as you're north of the 8k ES mark...

There are 2 tricks to the fight:
1) Use Arc/Discharge/Lightning Penetration in Mjolner and Lightning Strike as your main attack. Stay away from the Minotaur and ping him down from a distance. Because of the adds (stone golems) in the arena, you can do decent damage and maintain 3% life leech with this setup. Do NOT try to facetank him with Molten Strike.

2) Stay mobile and pay attention to the rocks. The rocks are more dangerous than the Minotaur himself if you are on the move. Be patient, stay mobile, and you will kill him.

I just made my 1st attempt at him and sadly did die twice. Both times were avoidable - 1st time, I just forgot to pop Vaal Discipline. 2nd time, I was an idiot and killed myself in the lightning beams.

Uploading the video now and will post when done.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Last edited by tackle70 on Sep 5, 2016, 2:45:13 PM
reduced curse effect from boss applies to WM's leech or not?
IGN: WithArmyOfDarkness
"
WWPE wrote:
reduced curse effect from boss applies to WM's leech or not?


Yes. It's why you need leech from the Berserker Ascendancy.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard
Nice to see the build having been transitioned over to the Marauder Forums. Thanks for taking the time to do this Tackle.
Good to see you are back!
You had a good fight in Minotaur map bro, well done.
What do u think about Death's door boots which can give us imunity to bledding, end charge and also 90es. This boots can allow us to roll another mod in flask.
"
tackle70 wrote:
"
Zipp00 wrote:
The Minotaur map seem like very hard for me! Cuz this boss deal physical dmg and i die with just only 1 hit from him and also the rocks fall.
Anybody have ideals about how to deal with that Minotaur>?


Minotaur is definitely a very tough fight for this build due to the lack of physical mitigation - other builds will almost certainly be able to do Minotaur FAR easier than this.

However, it IS doable, and I believe with a little practice doable without dying as long as you're north of the 8k ES mark...

There are 2 tricks to the fight:
1) Use Arc/Discharge/Lightning Penetration in Mjolner and Lightning Strike as your main attack. Stay away from the Minotaur and ping him down from a distance. Because of the adds (stone golems) in the arena, you can do decent damage and maintain 3% life leech with this setup. Do NOT try to facetank him with Molten Strike.

2) Stay mobile and pay attention to the rocks. The rocks are more dangerous than the Minotaur himself if you are on the move. Be patient, stay mobile, and you will kill him.

I just made my 1st attempt at him and sadly did die twice. Both times were avoidable - 1st time, I just forgot to pop Vaal Discipline. 2nd time, I was an idiot and killed myself in the lightning beams.

Uploading the video now and will post when done.


Thank you so much! Good job bro! That video made my day man

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