pabrt's Critical Mass Discharger 1.2 (molten strike coc)

You are skipping important things like the 30% flask cluster and void barrier but that looks decent. I believe IR is good for CI variant because you need to run many evasion nodes. You should be able to run Grace + Determination with a high rank reduced mana.

Also IMO spell damage nodes are a huge waste of a point as they add nearly nothing to the build except a higher chance to one shot yourself on reflect. The damage of the build is already tremendous without investing any points into more damage.

I also think blast radius and the extra power charge in the witch area are unnecessary. They improve your aoe damage quite a bit, but that is a moot point as this build has an extreme excess of aoe damage already.
Last edited by pabrt#4594 on Nov 12, 2013, 3:29:22 AM
more dmg and radius is always good. more radius = faster clearing speed more dmg = faster clearing speed in group xD

also single target damage is not that good. more dmg wouldnt hurt. ofcourse if you have vaal pact otherwise it can hurt against ele reflect xD
Radius is good, but with 20% quality Discharge I feel I have enough.

As for damage the Dominus kill I'm uploading took 2:30 from the start with his dialogue. No doubt this isn't the fastest kill, but keep in mind i'm at 4.6k HP 92% all resist and 27k armor. Even 15% crit nodes are better than spell damage IMO, because it provides consistency which is the #1 most important thing. Crit also provides damage (though maybe not as much, someone would have to calculate).

I actually think I'm getting dropped inputs due to lag ala CM wizards in diablo 3. My procs improved by manually spam clicking over holding down right click.

http://youtu.be/_76H3p34yRQ
this was with some of the passives not in place, namely the ones connecting to the life wheel giving resist and armor

Examining the video, his smash did 1.3k to 2.2k to me. This could be the damage range or a crit maybe.
Last edited by pabrt#4594 on Nov 12, 2013, 5:05:51 AM
bump!
Do you think the cast when damage taken nerf will hinder this build at all. I know most the damge comes from crit anyways. I am running something similar and I am just going to use low lvl spells because I just want the crit from them anyways, damge is a bonus. What are your thoughts on it?
The codt nerf barely affects this build. You can use level one ice spear as it's just there to generate some power charges. Devouring totem was largely unnecessary and molten shell can be put in a higher level codt gem. Critical weakness can be used, one in a low level setup and one in a high level setup, or just one medium setup. Overall the build doesn't rely very much on codt.
Not a big fan of Voll's armour but I guess the 100% power charge on crit is necessary. Any idea how this works with a 20 quality power charge on crit support gem? Is it a viable substitute for Voll's armour? It gives 69% chance to generate a power charge on a critical strike at 20% quality, level 20 (adds 1% every level).

EDIT: What about going CI, running blood rage + IR and changing the Amethyst flask to a +100% evasion Jade flask?

EDIT2: How do you feel about going dual wield? You can get more crit from dual wielding daggers plus you can tech up to Twin Terrors, which is also close to IR.
Beyond league.
Last edited by SEXYSUPERSATAN#0988 on Nov 12, 2013, 5:53:55 PM
Power charge on crit works with double strike, but it's just a lot less reliable. It does not work well with discharge crits, meaning you will deal significantly less aoe damage. It also takes up a very valuable support slot. You could run pcoc but IMO it is suboptimal, if cheaper.

CI works fine with this build, especially with IR. Blood rage does not contribute anything significant to this build but could easily be dropped into a cotd setup. A Jade flask would be a good replacement for the Amethyst flask, but I play in standard so I don't have them available.

Dual wield is acceptable if you are CI because the twin terror nodes will be convenient. For the life build I do not feel dual wield + twin terrors is worth the defense loss of not using a shield combined with the point investment necessary (as life you're spending around 11 points at 11% crit each, compared to disembowling which is around 10 points at 14% each and it gives you elemental adaptation).

The point investment is also more worth it as CI because you have ES/EV nodes, making IR more valuable.
I see a lot of people are saying that this build is way too squishy but how so?
Don't get me wrong as questioning those comments.
I've never get to the late game yet so I would like to gather more information about the game.
From your stats, you have over 4k life, 27k armor and 92% resis. Doesn't that give you a lot of damage reducing?
What can possibly kill you?
Is there something I am missing or not aware of happens in late game?
Hi,

i play this build too but i don't play



nor

,

i play REAVE instead ( http://pathofexile.gamepedia.com/Reave ) - I find it works fine with the area of effect radius nodes (http://pathofexile.gamepedia.com/Area_of_Effect_Radius), that work fine too with Discharge.

REAVE attacks a big area in front of me, then a lot of chance of critic strike for a weak mana cost.

And to not play multitstrike (more slot), i seek "Fast attack" nodes + i play Blood Rage to have frenzy charges.

Report Forum Post

Report Account:

Report Type

Additional Info