Dual Razors of the Seventh Sun - Burning Ground - Righteous Fire - Chieftain

Introduction

Welcome to the guide for the Dual Razors of the Seventh Sun RF Chieftain. This is a very unique and fun build that utilizes the unique swords that drop from the T16 Pheonix as its primary focus. Combined with quite a few other unique items they all come together to create a quite powerful double degen RF build. Utilizing Elemental Equilibrium, Cold Damage Ignites, Burning Ground boots, 2% of max life healed per ignite, the build has a very fun and high level of play. Also with such extreme life regen the build has the option of running some map mods that standard RF builds may not be able to do.



How the Build Functions Mechanically
Spoiler

The build starts off by dual wielding two Razor of the Seventh Sun Swords. The reason for this is the 1% health gained per ignite and 100% increased burn damage per sword.

With the swords in hand its time to start getting some ignite chance. Since the build takes Elemental Equilibrium we cannot simply run fire damage. Taking advantage of our swords physical damage we equip some fated unique gloves to convert some physical into cold as well as giving our cold damage the ability to ignite.

With physical turning to cold and cold damage igniting we simply just need to add in some ignite chance to our cyclone attack. This gives our cyclone 49% chance to ignite as well as 15% from chieftain for a total of 64%, not including any ignite chance from jewels.

To further increase healing chances one could run a set up such as CWDT(lvl 1)+Bladefall+Chance to ignite. This gives a great amount of additional healing and also trivializes a lot of the rapid small damaging monsters. Also don't forget that bladefall hits multiple times per cast.

Now the regen is a very important part of the build. Without Rise of the Phoenix the build must utilize a much larger amount of life regen. This is given between the Templar, Marauder, and Duelist section of the passive tree as well as the Chieftain ascendancy, Vitality aura, and the new Marble Amulet base.


All of this regen combined gives almost enough life regen to sustain the cost perfectly. There is a small amount of degen at the rate of about 1hp per 1 second or so. So its negligible. Once you start mapping you pretty much have permanent endurance charges which give 0.7% of max life regenerated per second.

To boost life as high as possible the build runs blood magic. This makes running auras a problem so to overcome this Essence Worm rings are chosen. These let us run Purity of Fire and Vitality, which are mandatory for this build to function


The last part of the build is getting burning ground while moving. This can be a bit expensive to get a somewhat ok pair of boots. It uses Essence of Hysteria to give boots burning ground on movement which deals quite a bit of damage as well as letting it synergise with the burning bonus from the Razors of the Seventh Sun.


A Kaoms Heart is used for its extra fire damage and very large life base. Life = damage for us so this is a no brainer.


We always want more damage and the Witchfire Brew Flask gives us just that. This thing seriously needs a huge nerf.


The vaal skill gem of choice is Vaal Lightning Trap. Sure you could go with Vaal Discipline but Vaal Lightning Trap adds more damage overall and works with both the burning ground and the Righteous Fire.

Fortify is granted through our cyclone ability so it is up 100% of the time.

As you can see it is quite a bit of bits of pieces coming together to get this thing work.Overall the build is very unique heavy and requires the marble amulet and burning ground boots to have some decent rolls which can become quite costly depending on your luck. Pray to RNGesus. In the end though this has been one of the funnest builds I have ever run.



Pros and Cons

+Good Damage
+Fast Clearing
+Tanky
+Lots of self healing
+Very fun
+Can do Vulnerability maps as RF

-Very gear dependent
-Can't do: No Regen maps, Minus Max maps, 60% less regen, or Vulenrability if paired with any less regen amount.
-RNG on rolling the amulet and boots
-Stat and resistance hungry on your jewels
-Maps with immunity to status effects forces you into a Doryani's Catalyst set up
-You either get extra healing from CWDT or you get a movement set up

**You can do less regen maps, even 60%, but I recommend against it for the most part. Your endurance charges help make up for this but it still leaves you quite vulnerable.**



Passive Tree and Leveling Information
Spoiler

Level 84

Level 100

Leveling
Leveling the build is pretty straight forward. You start with leveling towards a standard RF build. I simply went the Reverberation wand + Firestorm route. Firestorm + Controlled Destruction + Iron Will.

Focus on grabbing the life regen, % life, and jewel slots in the templar and marauder sections. Also make sure to be ready to grab Elemental Equilibrium at 65. At 65 you equip Rise of the Pheonix and head on out as the traditional RF set up. At 65 I also used a doon cuebiyari to boost my RF damage till 68. At 68 you can swap to Kaom's Heart and equip your first Seventh Sun sword.

You can equip your second Seventh Sun sword once you have gotten all of the life regen from the passive tree and have at least finished Merc Lab. Also you need to have your marble amulet equiped (min level 74).




Ascendancy: Chieftain

Chieftain is the perfect fit for this build. It gives ignite chance, fire damage, life regen, and some other helpful stats.

Normal: Ngamahu
Cruel: Ramako
Merciless: Arohongui
Uber: Tawhoa



Bandits

Normal: Oak (+40 life)
Cruel: Kraityn (8% attack speed)
Merciless: Oak (+1 endurance charge)

If you wanted to could drop cruel Kraityn for a kill all and gain +1 passive points



Your Best Friend: The Uber Decoy Totem

Another huge reason we went Chieftain is for our Merc. Lab choice. Arohongui. This beastly node gives totems a huge buff. Enemies near your totems deal 8% less damage and "take 16% increased physical and fire damage". Now the increased damage is not a true multiplier but it can be considered one, much like the Taryn's Shiver unique.

With this beastly node Decoy totem now draws fire, reduces damage by 18% to you, and gives you more damage to your burning ground and righteous fire. Told you it was your best friend.



Gem Links
Spoiler




As a preference you may want to swap these out for a movement set up












My Current Gear
Spoiler





Important Information for Mapping

Vulnerability maps
These require the use of Rise of the Phoenix instead of your second Seventh Sun Sword. Because of the required shield you actually do not need Vitality either. Having a solid high HP ring to slot in will help overcome the damage loss a bit.

Status Immunity
Creatures like Argus, Atziri or even the map mod can make the Seventh Sun sword worthless. To overcome this I highly recommend having a Doryani's Catalyst on hand. This can still provide the same 100% damage boost but the healing is gone. So to overcome this I recommend again using the Rise of the Phoenix in the off hand so that you have significantly more life regen.

Less Regen Maps
Much like the Vulnerability set up you have to run with the Rise of the Phoenix in the off hand. I do not suggest running 60%+ but your endurance charges can help overcome the degen a bit.

The No No Mods
No Regen, Vulnerability + A less Regen mod, Minus Max Resistances



Videos

T13 Rare Gorge
https://youtu.be/bhE35saBKiY
Last edited by Kartikdon#5867 on Oct 2, 2016, 2:24:03 AM
Last bumped on Oct 2, 2016, 2:24:14 AM
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