1.3 The Community's Molten Strike, Face Melting Build!! 1h+shield and 2h variants available

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Mephos wrote:
how do I counter spell dmg (high end spell dmg). Even with capped resistance I get hit like a truck. I tried spell block, but there are no good items or passives for melee builds. Rainbowstriders is ok, but 25% spell block is not really that much.

anyone can help?


Mephos, it's suggested to use a
for spell heavy maps. With my 70% chance to block it makes things such as temple piety a complete joke. I just run with it in my bags and swap it in as needed.
but there is no "cookie cutter" thing where I can build up spell block and physical block?

I read in other builder topics that they use evasion and dodge to build up multi layer defense and that iron reflex + armor stacking the least optimal setting is for defense.

the main problem I have is at the moment I don´t see how I should mitigate high spell damage effectivly. mind over matter don´t works because of lacking mana. lightning coil only reduces physical dmg which this build already mitigates through block and armor.

I don´t want to swap gear all the time ^^ I just want to run one build which can protect me from different sources of damage as good as possible.

thought about raindbowstraider + amulett .. but this costs ALOT of stats which I need to compensate somehow.

also its very expensiv to get :/
Hey guys I got this doryanis catalyst for this build but I'm going to be moving onto another type of character. If anyone wants to buy it msg me ingame: big_bad_bert
Last edited by Braddo#7261 on Sep 3, 2014, 3:15:13 PM
Hm, the 2H build should (pretty much) be possible to run as Marauder too, right?
Mephos
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Only melee and ranged attacks can be evaded; spells will automatically hit.
from the wiki.
Evasion is useful vs most bosses however, something like atziri it will help with the spears, dominus with minion attacks etc. As for the cost i see Stone of lazhwars for 1c (doesnt matter if corrupted) a high spell block rainbow striders is 20c and a safellis can be 5-10c also the last 2 items are only really needed versus atziri or map dominus. And gearing to take down atziri costs a fair bit for most builds.
Cutt
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could you please explain why didn't you take Amplify in your updated 1-H+shield build?
as far as I know the problem with amplify is point blank, optimizing dmg at a distance is negated by Point blank because all projectiles attacks over a distance of 10 start to lose damage very quickly. But point blank gives us such a good boost as we dont really have a ranged attack.
Last edited by Fhark#5469 on Sep 3, 2014, 2:05:51 PM
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Fhark wrote:
Karitkdon I like your new build and i think the proliferate on Herald of ash is very powerful but im wondering about your 4 auras (Quality on reduced mana only affects skills not reserved mana.)


Thanks for that Fhark, ill update it.

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Aedax wrote:
Hm, the 2H build should (pretty much) be possible to run as Marauder too, right?


Yes it will be. I designed the current set up to increase to focus heavily on HoA along with its burn and prolif. By going marauder you will want to ignore a large portion of the north tree to make up the points cause you want to at least go through and grab amplify in templar. This means you will have to sub your fire damage with weapon physical. Your MS will have more killing power but your burns and prolifs will be less potent. Essentially if you did this you are better off running the standard MS build, dropping hatred and running 4L HoA for your main damage aura.

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cutt wrote:
OP could you please explain why didn't you take Amplify in your updated 1-H+shield build?


We dropped a lot of templar, including Amplify to give us the points needed to grab the life/flask nodes. Flasks are extremely powerful once you get these nodes. Weighing between the two areas it was a pretty easy choice to loose a little bit of damage to gain super healing flasks for if an o-shit moment shows up. Insta-heal flasks should be insta-healing your entire life bar.

@Mephos-

I would not try and run evasion/dodge with this build. You will invest far to many points to achieve this and you will only be gimping yourself in the end. Spell block can be achieved by maxing your block chance and using a Stone of Lazhwar to add 50% of your block chance as spell block. This is plenty. Pair this w/ Rainbows and you will be a god. There are reasons why specific items cost a lot, and if you really want to run the super late game you will have to pay the price regardless of the build, with a few exceptions of course like totems/summoners. I really am not sure where your problem is, maybe your life pool or your ability to sustain through leech? I ran 75 maps through some pretty thick casters without much worry of their damage and 0% spell block.




for anyone who wants to know the difference between the two builds:

The main MS build is still greatly stronger then the 2h version for super late game. The 2h version is better for leveling and beginning maps as its kill speed is insane and you do not need that much defense.
Last edited by Kartikdon#5867 on Sep 4, 2014, 4:40:52 PM
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I ran 75 maps through some pretty thick casters without much worry of their damage and 0% spell block.


I´m just one of those guys who died to many times to casters. last time about 10 lightning warp totems warped on my head ^^ .. I always think there are situations for which I need to be prepared so I try to build the max possible defense ^^

but yeah, I guess your right that the two items will do the job pretty much.
I only wish the projectiles would fly faster to the ground. some times this 1 second until the leech
hits in can feel like an eternity.
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Mephos wrote:
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I only wish the projectiles would fly faster to the ground. some times this 1 second until the leech
hits in can feel like an eternity.


That is where the flask nodes can come in and help you :)

some other tips:

Against a large amount of melee and few ranged:
don't charge right up to them and start beating on them. Stop short, shit + spam click MS, and let them walk into your rain of molten fire. This will ensure that you are in full pwn mode before anything gets to you.

vs ranged its best to leap slam into the larger clusters of them while avoiding melee mobs. While beating down the ranged you will be smoking the melee as they move into you. Once the pack has dwindled jump to the next large cluster and repeat.


Your 1H build is very close to the one im running now.

I think the combo groundslam / molten strike is great. The weakness of molten strike is that you have to get really close, and even with good defence, a bit risky sometimes. The best is if one can find a balance between damage, defence and range.

Ground slam works great when enemys start running towards you, and molten stike when they gang up on you, and as a single target attack.

I have just reached merciless, and doing around 6k molten and 4k ground slam.
My gear sucks.

Is it possible to run both molten/ground slam with good results in higher level maps?
I guess it's hard to do enough damage with a one hand with ground slam, and requiring a lot of slots in gear.

Or is there another skill that can complement molten/this passive three with more range?


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Ruarc wrote:


Is it possible to run both molten/ground slam with good results in higher level maps?
I guess it's hard to do enough damage with a one hand with ground slam, and requiring a lot of slots in gear.

Or is there another skill that can complement molten/this passive three with more range?



because we are running 1/h + Shield we are only given 1 6L potential. So, you will have to choose between a solid groundslam or solid MS.

Look at my 2h burn variant guide. In there is a 4L Herald of Ash running with 3 Support gems. If you rant his with the 1h MS build the overkill wouldn't be as strong but it would definitely help take care of AoE trash longer and actually promoting getting into the thick of it for better clear speeds. This was working great on my 1h/shield due to Doryani's Catalyst boosting the ignite damage 100%. I dropped Hatred flat out for this.

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