[2.4] The Jugger Dual poison FlameBlast Totem
I'm not of those who do guides often, so I beg apologize for any possible faults that this may have... and English is not my natural languaje XD
I'm not used to totems, but this is another thing. I'm having a really fun time with this... WHY THIS GUIDE?... and what I need?
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Since I had the idea of this build has changed my life (the life of my character), and I would like to share the idea because I think it's good and perhaps be helpful to someone else as it has helped me.
This idea was born because I suffer from a lot of deaths with the new content (new bosses) and also as a way to cut costs by running maps. What is the best way to reduce costs?... Running maps as they come, without losing more jewels changing modifiers. This build can do ALL the modifiers with the single exception of "No Regeneration". Damn, I can even run T13 maps with elemental weakness and with some resistance in only 50%. So, why not share it? I don't even need to do the typical section Pros and Cons because Pros are simply every conceivable of a build that can do almost anything and the only downside is that for some may not be cheap... Only 3 items are required to perform this: Two Consuming Dark (hopefully the legacy version, although with just one Legacy and one normal the performance is excellent) and the ring Doedre's Damning due to the 1 additional Curse. The normal Consuming Dark at poe.trade is about 10 to 15 Chaos and the Legacy version 2 ex. (standard) -------------------------------------------------- Neither do I need to show my defensive stats. Just want you to know that my defensive stats are a real shit. Something like 21% reduction from physical damage and 21% chance to evade attacks... A real shit. There is no other way to say... But as I said, this build can make any modifier in high-level maps even with elemental weakness without having the optimum resistances and leave windy in difficult situations in which many fails. --------------------------------------------------- WHY JUGGERNAUT?
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I like Juggernaut. Maps with Temporal Chains (shown with relative frequency) for the Juggernaut are just a bonus more as they do not affect him in the slightest.
1 Extra Endurance Charge is always appreciated and also the Jugger has the ability to automatically win at once all the charges. We do not need the abilities and extra damage offered by the Chieftain because Flameblast is an OP spell that already caused enough damage. The idea in the background is to turn Temporal Chains in something trivial to maximize resources. With a Tooltip damage about 3400 ~ 3900 we have more than enought. Seriously. ---------------------------------------------------- EQUIPMENT This is my current equipment. But I repeat, not everything is necessary, only 2 Consuming Dark and the Ring aforementioned. You can do it excellent with a Tabula Rasa :)
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Passive Tree at lvl 99 (my current lvl): GEMS and LINKS 6 links (main attack): SPELL TOTEM -- FLAMEBLAST -- FASTER CASTING -- VOID MANIPULATION -- ADDED CHAOS DAMAGE -- CONTROLLED DESTRUCTION 4 links (curses): BLASPHEMY -- ENLIGHTEN (not really necessary) -- ENFEEBLE -- TEMPORAL CHAINS 4 links (mitigation): CAST WHEN DAMAGE TAKEN lvl 10 -- INCREASED DURATION lvl 20/20 -- PHASE RUN lvl 12 -- IMMORTAL CALL lvl 12 3 links (movement): WHIRLING BLADES -- FASTER ATTACKS -- FORTIFY Now we have yet available 3 links of one of the daggers and 4 links of some other piece of equipment... We need a Golem. Just put your favorite Golem in one dagger slot and any support for him. My personal choice in the 4 links is related to create some distraction. You can put (for example) CWDT lvl 7 + Summon Skeleton or Raise Zombie or Raise Spectre. The Skeletons are too slow and they die too fast. The idea is create distraction so we need fast minions. I don't have the colors yet but my choise will be CWDT lvl 7 + RAISE ZOMBIE lvl 14 + MINION SPEED + whatever... Don't underestimate the power of Distraction. WHY ENFEEBLE AND TEMPORAL CHAINS AS CURSES?
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Enfeeble not need many explanations. We need to mitigate damage cause we have small "dead times" casting totems and waiting for the spell to be effective.
Temporal Chains is one of our best defenses and at the same time part of the attack. We need that monsters are slow so they fail to touch us and stay within reach of our Flameblast. Anyway, if a map has Hexproof, just replace the curses for Arctic Armour :) Some recommendations This build can do ALL the map mods but not the maps without regeneration. This is the only reroll mod. For maps with 20% or 40% less regeneration we don't have any problems. For maps with 60% less regeneration I recommend the use of a mana flask just in case. For maps with Blood Magic just don't use the curses and all will be fine. Just don't rush too much. For the rest of modifiers, well, easy peasy... VIDEOS: Compilation, some bosses T10 ~ T13 https://www.youtube.com/watch?v=yGdVYF4TA0A In the video, the behavior of the build is showed at some bosses: Arsenal T10, Chateau T11, Underground Sea T11, Residence T12 and Sulphur Wastes T13. Sorry the bad quality but my computer is a potato. Maze T14: ![]() https://youtu.be/q9EXVLt_TeY Enjoy :) PS: more videos coming soon. Bethesda is known for having good ideas and terrible realization of them. GGG is a Bethesda subsidiary or what? Last edited by Actkqk#4579 on Sep 18, 2016, 4:52:18 PM Last bumped on Sep 18, 2016, 4:53:24 PM
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18/09/2016 --> Some modifications and Added a T14 Maze video :)
Bethesda is known for having good ideas and terrible realization of them. GGG is a Bethesda subsidiary or what? Last edited by Actkqk#4579 on Sep 18, 2016, 4:53:18 PM
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