[2.6] [LSC] Molten strike Brutus lead sprinkler Raider aka. The Ball Sprinkler

I don't know if this has been covered and I just missed it.. But how do you compensate for the -40% light radius on the helmet.. It is nearly impossible to see anything in any of the dungeon type maps, rather frustrating.

Other than that it has been an awesome build so far!
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TheGloonge wrote:
I don't know if this has been covered and I just missed it.. But how do you compensate for the -40% light radius on the helmet.. It is nearly impossible to see anything in any of the dungeon type maps, rather frustrating.

Other than that it has been an awesome build so far!


I don't think there is a easy way to compensate for it, an option would be getting a hubris with +3 magma orbs instead of running the helm .. would be a hit to the build but the dmg from the extra projectiles would go some way to compensating for this loss. (Potentially try essence crafting for str roll on the hubris).

And glad you are enjoying the build :)
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thatguy14 wrote:
When using the oak flask do you intentionally leave fire resist uncapped?


I had to check up on this just to be sure i had this right but "uncapped" simply refers to the resist number in the parentheses (see: http://i.imgur.com/lD0Uclt.jpg for visual example)

Choir of the storm is another example of this wording:
"Critical Strike Chance is increased by Uncapped Lightning Resistance"
Meaning u get increased crit chance equal to the raw amount of lightning res you have.

In terms of how to get the most out of your wise oak this quote from wiki explains it the best.
Think the wiki explains it best (ignore specific numbers as they are just examples):

"Fire res: 120, Cold res: 120, Lightning res: 110
In this scenario, you gain the penetration bonus to Fire and Cold because they are tied for the highest value. Lightning will get the defensive buff.

Fire res: 120, Cold res: 120, Lightning res: 120
In this scenario, you are in fact getting the offensive and the defensive buff to every element."


Full reddit post with discussion of uncapped resist wording: https://www.reddit.com/r/pathofexile/comments/5f7zz6/psa_uncapped_resistance_simply_refers_to_your/
Last edited by adkrox#7565 on Mar 27, 2017, 7:31:45 AM
The way I find it works is like this: I have fire ress 154, cold 143 and light 135.
When I activate my Wise Oak: I get the ress from the potion and the 20% fire pen because I have the most fire res. I cannot detect that I get the reduction anywhere though, so maybe this works different I do not know? - But even with resistances over cap, I get the 20% fire pen on use. The wording is very confusing on this item to say the least :) - Uncapped just basicly means your TOTAL resistance of any kind as far as I can understand. I hope this helps.
Last edited by Leeown#6438 on Mar 27, 2017, 7:38:55 AM
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Leeown wrote:
The way I find it works is like this: I have fire ress 154, cold 143 and light 135.
When I activate my Wise Oak: I get the ress from the potion and the 20% fire pen because I have the most fire pen. I cannot detect that I get the reduction anywhere though, so maybe this works different I do not know? - But even with resistances over cap, I get the 20% fire pen on use. The wording is very confusing on this item to say the least :) - I hope this helps.



Wrote unedited response pre making sure that i was not wrong on this (would have been majorly emberrasing seeing as i have been using the flask for a long time :D).

But hope my edited posts makes it clear how it works.
Yeah to make it easy to understand, you basicly just need to make sure that you have the most fire resistance. Do not try to have under 75% resistance and that is not what uncapped means. Uncapped means total resistance, even though it makes no sense :p
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adkrox wrote:
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TheGloonge wrote:
I don't know if this has been covered and I just missed it.. But how do you compensate for the -40% light radius on the helmet.. It is nearly impossible to see anything in any of the dungeon type maps, rather frustrating.

Other than that it has been an awesome build so far!


I don't think there is a easy way to compensate for it, an option would be getting a hubris with +3 magma orbs instead of running the helm .. would be a hit to the build but the dmg from the extra projectiles would go some way to compensating for this loss. (Potentially try essence crafting for str roll on the hubris).

And glad you are enjoying the build :)


Would the damage be nearly the same with 3 additional proj? I was just weighing this out myself, but can't exactly afford to spend on a whim.

The light radius is only an issue on certain maps, its definitely avoidable.
Jesus murphey that is terrible wording!
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TheGloonge wrote:
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adkrox wrote:
"
TheGloonge wrote:
I don't know if this has been covered and I just missed it.. But how do you compensate for the -40% light radius on the helmet.. It is nearly impossible to see anything in any of the dungeon type maps, rather frustrating.

Other than that it has been an awesome build so far!


I don't think there is a easy way to compensate for it, an option would be getting a hubris with +3 magma orbs instead of running the helm .. would be a hit to the build but the dmg from the extra projectiles would go some way to compensating for this loss. (Potentially try essence crafting for str roll on the hubris).

And glad you are enjoying the build :)


Would the damage be nearly the same with 3 additional proj? I was just weighing this out myself, but can't exactly afford to spend on a whim.

The light radius is only an issue on certain maps, its definitely avoidable.


It is still an option to get the 3 projectiles on the black sun crest no it is not close damage wise in that aspect.
However it is much more doable to get the enchant on something like a hubris and crafting it with a str essence. In regards to how close the options are to each other in damage i can only tell you what is lost and gained from changing helm and leave the decision to you.

By not using black sun you're losing about 150'ish str (ofc depending on base str) at 3 flat fire damage per weapon pr 10 str that is 90 flat fire damage lost and on top of this there is the +1 gem level which loses you the ability to run grace and anger together on a level 2 enlighten (would have to use level 3 instead) an the 2 auras mentioned would lose a level each which is 240 base evasion rating from grace and 6.5 flat fire damage.

What you gain is 3 extra projectiles per attack or at 7 aps 21 projectiles a second keeping in mind that at least on single target a lot of the projectiles fired will miss the target. if essence crafted you also gain up to around 50 str, some flat life, and res. Especially the res part can actually be a good thing at lower budget because it could potentially free up points in your tree until you can afford str rolled yellows with all the trimmings.

Hope this helps inform your decision :)

Last edited by adkrox#7565 on Mar 28, 2017, 10:20:19 AM
Hey there.

Been looking at that Lead Sprinkler for a while, but didn't have any currency to make the build. (stuff is cheap but essential for the build)

But now i sold Legacy Bringer of Rain for 14 ex. so think i can get that damn Xoph's Blood.

Like the build, and the awesome 1100 str ;o)

It seems like a lot of fucking damage, but kind of slow clear speed for trashmobs, before you get to the 7-8 frenzy charges and the move/attack speed it gives.

Been looking at the passives, and wonder about Fury Bolt.

Have you considered it and deemed it to weak or what's your take on it?

And how important do you feel Grace is to stay alive lategame? (ain't there yet)



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