[3.x][Super Heavy Heavy Strike] 2H HS Jug - All Content

Ok as many know, big changes coming in 3.7
Compilation here: https://www.reddit.com/r/pathofexile/comments/brhyu9/patch_37_legion_league_compiled_information_thread/

- HS getting flat damage per level https://i.imgur.com/cOhB5Op.png. Maybe it can be enough to let us drop abyssus over Devoto/Starkonja/Rat's nest (a bad thing i noticed of abyssus it that it screws you BIG TIME on elder octopus phys dot). Or anyway it will push the dmg output

- Single target skills have some minor aoe. "Single target" melee skills now hit multiple enemies in range of the swing. Weapon range scales this range."
This can let us forget about melee splash gem in boss encounters, need to see the final result

- New skill Steelskin will give damage reduction on a duration, waiting for full details https://i.imgur.com/jIpUJbW.png

- Molten shell will give dmg reduction from 75% to a cap based on ARMOUR, same for explosion damage. Also waiting for full details (i already see some big abuse on this one with other high armour builds like guardians and xoph helm chieftains tbh)

So, time to make more room for cwdt :D

- New support gems "Unknown melee support gems that will be specific to certain weapon types and/or reward slower, larger hits."
Seems like HS got some personal love, we will finally drop the damn multistrike

- Animation canceling. Together with dropping multistrike most probably this jugg will not be instakilled anymore on Uberatziri or UE ball spam while trying to deal some dmg

- Melee skills now have a longer base stun duration and cause stuns more easily. Spells have a shorter base stun duration. Physical damage (from attacks or spells) causes stuns more easily than elemental/chaos damage.

- Chance to hit is no longer capped at 95%. Accuracy has been made more available and monster evasion reduced, so that 100% hit chance is feasible.

Other buffs to this build

More will probably come. Will probably not roll it at start, not even sure if ill even roll a melee starter tbh because open market sucks, gear will be expensive.

Currently my concern is about the low-ish hp pool of the build which can only be compensated by using a rare helm instead of abyssus if the damage will be upped, but i will check with my chars in std league and in pob to update the numbers
Gives streamers & friends queue priority and leaves supporters who spent hundreds $ packs in the 100k queue.

GGG: Don't you guys follow streamers?
Last edited by ZaeN on May 25, 2019, 2:10:58 PM
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Last edited by AbsinthSvK on May 29, 2019, 11:46:50 AM
With the new molten sheel, buffs to heavy strike it might be doable to do UE. Tried it again one last time today, I get absolutely rekt by multistrike and physical damage.
Let's see if we can drop abyssus,should allow us to go near 7k hp and with on demand 75% reduction we might be able to just tank some stuff instead of having to run.

I am looking forward to hear about your experiments, I won't be able to start on day 1 anyway and since I loved the build this league would gladly do another one in Legion.
"
imre wrote:
With the new molten sheel, buffs to heavy strike it might be doable to do UE. Tried it again one last time today, I get absolutely rekt by multistrike and physical damage.
Let's see if we can drop abyssus,should allow us to go near 7k hp and with on demand 75% reduction we might be able to just tank some stuff instead of having to run.

I am looking forward to hear about your experiments, I won't be able to start on day 1 anyway and since I loved the build this league would gladly do another one in Legion.


Had same issues and saw same issues on builds with same kind of skills like dual strike, also saw GH clearing UE, but it looked like the same big PITA

For the second consecutive time jug is being among the last to be revealed lols still waiting for it

I did read some minor changes on regens and stuff, hopefully the accuracy node won't take a hit, 100% hit chance is already a buff to the build so there's a risk of nerf here

Waiting to see those onehit support gems, can't wait to drop multistrike forever, it debuffs HS crit shocks

About the new guard skills, I am leaning more towards the new immortal call, the ele reduction is the one thing that was missing, additronally it does not expire like shell, while SF removes shell's damage.
Still not clear to me how steelskin works tho.

Another thing, slayer looking pretty badass as well, it can go same route non-leech high armour without slayer antistun, with the new move skills it looks like it can now move around with kaom roots + 2h, or go big leech normal armor and fat life, but that 8% base crit node is really looking at dome+abyssus+SF combo.

Then there is chieftain that is the fire bro, that one can also reach jug/guardian levels of armour with xoph helm, and molten shell is for him.

It would be a welcomed surprise if also guard and inqui got some melee love, they have lightning cold all around, GH 1/3 life shatter beats HS vs trash, it would be nice to be able to remake a working hege GH inqui :D
Gives streamers & friends queue priority and leaves supporters who spent hundreds $ packs in the 100k queue.

GGG: Don't you guys follow streamers?
Last edited by ZaeN on Jun 3, 2019, 12:59:21 PM
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For the second consecutive time jug is being among the last to be revealed lols still waiting for it


not much going to Change for Jugg outside of general tree rearrangement

"
the Juggernaut remains unchanged other than a damage and area buff to his Unyielding passive.


from https://www.pathofexile.com/forum/view-thread/2512662
That's right, Unyelding was vastly unused. Considering the big buff on Slayer Zerker hopefully Undeniable stays as it is even with accuracy changes.

Something very big incoming from side buffs/changes:

"
Multistrike
This support now provides a lower attack speed multiplier, just over half that of the existing support gem. The previous iteration provided far too large an attack speed multiplier for a single gem, causing problems with performance, effects, animations and balance. The skill repeats now have a damage multiplier, dealing double damage on the third repeat.

You can now interrupt a multistrike attack between repeats, letting you avoid a dangerous boss ability or end an ongoing attack sequence when all enemies have already been dealt with. Overall, this makes Multistriking attacks much more responsive.

Melee Splash
As you can now hit multiple targets with a single weapon swing, Melee Splash can now create multiple splash effects each attack. The skill now has a larger splash damage penalty, as it can much more effectively destroy groups of enemies if you position your attacks carefully.

New Support and Skill Gems
We're introducing a number of new support gems, two of which enhance or support slower attacks, while another support gem and aura skill further enhance the pure physical damage playstyle. We hope these changes will improve the strength of these two methods of building characters. We'll be providing more details on the full list of support gems shortly.


99% confirmed guardian angel watching this build closely :D

With a new pure phys aura the possibility of dropping Abyssus (together with determination) is very real.
This makes room for a helm with 100+ life. Unfortunately there is no delve craft that gives a phys type "nearby enemies" mod

Surprised about multistrike becoming Ruthless + Faster Attacks. I thought about something like that, but it looked unreal. Still unclear to me if the less damage is still there

"
Blood Magic and Mortal Conviction
We've completely changed Mortal Conviction, the notable behind Blood Magic. It is now a keystone that restricts you to only one non-banner Aura skill, but removes the reservation cost. The mana cost of Herald skills and other specialised reservation skills will need to be paid with life in full.

This will let you take Blood Magic and an Aura without compromising available life, at the cost of limited options being available to you.

This will mean that builds that used Blood Magic and Mortal Conviction to reserve a very large number of auras while being protected by energy shield will be restricted to one aura. We may return this mechanic in the future on a more specialised source than the passive tree.


Blood magic slayer is going to be incredibly strong. A jug variation with belly or kaom heart looks possible, but loses its high armour class identity
Gives streamers & friends queue priority and leaves supporters who spent hundreds $ packs in the 100k queue.

GGG: Don't you guys follow streamers?
Last edited by ZaeN on Jun 4, 2019, 8:37:58 AM
Skill Tree Updated to 3.7

http://poeskilltree.com/?v=3.7.0
Last edited by LegionFirex on Jun 5, 2019, 2:52:12 AM
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ZaeN wrote:

This makes room for a helm with 100+ life. Unfortunately there is no delve craft that gives a phys type "nearby enemies" mod


you talking about Nearby Enemies take 9% increased Physical Damage?
https://poedb.tw/us/item.php?n=Jagged+Fossil

edit:

looks like we get a lot of accuracy so if we dont need the extra accuracy from War Banner supporting it with generosity we can get Nearby Enemies take (8-11)% increased Physical Damage to ~17%

edit 2:

i think its not worth going for the right side for the sword nodes now that theres so many new nodes near the start

http://poeskilltree.com/?v=3.7.0#AAAABAEBAAHcAecFLQU8BsYHdQixCZYQ8BQgFE0UcRa7GJEbqhv6IOohVSXfJyApLiz7LbQuUzWSNmI26DgwOQ464TxOPfw__Ed-SHhN41BHUWNXDVhjWK9fP2FSYxdktWVNaGVqBGqlbztxanTtdqx343gNeWh673y4fXOBOoIHhNmE74VShmCHaooiimyMz5Bskn2TD5cIl3mYb57NpBmmV6knqW6plK0JrY218ryfvTa-p8ABwBrApsEEwQfFU8bYxxnLHs9-0iHSONNv137Yvdlh2Xzawdwj3DLcPdyM5FHlz-hm6hjrCe8O8MTyQfJF8lrzm_ZI9zL3ufxL_TD-Cv5Y_o8=

edit 3:

Pride: Casts an aura that reserves a portion of your mana, and causes nearby enemies to take more physical damage, increasing the damage they take the longer they are affected by the aura.

this does not affect you and is not a curse so... support with generosity? Will probably have cannot be supported by generosity


I don’t care what is written about me so long as it isn’t true.
Last edited by endeffect on Jun 5, 2019, 3:48:52 AM
Main problem for this league is going to be the price of Starforge :D

I'm considering keeping multistrike for the burst because multistrike + ruthless + HS inner double damage + Helm enchantment might be quite funny. This would mean keeping abyssus as well because then you can just apply burst after burst and it doesn't matter if you run around. Just switch it for UE and that's it I guess.

Or we just go belly + rare helmet, get into 8k hp range and that should solve most problems but we lose a shitton of armor. That would allow to switch from determination to the new aura as well. We can then just use the guard that reduces the elemental damage taken and we have a more well rounded everystriker I guess.
Last edited by imre on Jun 5, 2019, 7:24:59 AM
Hi, I'm interested in the build idea a lot, ty for the guide! I really want to league start with it if possible since it scales into endgame even better in 3.7. Is it possible at all to league start with it, I hope it's not too hard/slow. Thank you :D
A filthy casual

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