[2.0] THOR'S RAINBOWNUKE: DO ALL MAPS, UBER ATZIRI, AND EXPLOSIONS!
How are u generating flasks during boss fights? or basically u either kill the boss during the first 8sec or u are fucked?
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" Nearly all map bosses die within 8 seconds to this build. Some bosses, like Core Malachai, aren't really doable even if you could keep your flasks up permanently for this build. Some of the bosses that can live more than 8 seconds bosses, like Palace Dominus, have plenty of adds which let you keep your flasks up during the fight. For several of the bosses which aren't able to be facetanked (e.g. palace dom, wasteland voll), you just cheese them with lightning strike and you don't even need flasks. It's only really a problem with Uber Atziri, but this build is like the worst Mjolner build for farming uber. The 352nd character to hit Level 100 in Standard The 82nd character to hit Delve 1000 in Standard Last edited by tackle70#1293 on Dec 30, 2015, 12:05:10 AM
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Ok, I managed to get one of these:
To echo Tackle's findings...this thing is absolutely insane. While it isn't going to make you invincible, it sure as hell comes close to it at times. Playing around with it, I found my damage even on my level 84 Templar (KingOfLite) who is nowhere near as powerful or optimally specced as my main Witch that uses this build (I have a Scion as well, but she's specced something else at the moment) was still nuts. For those who may be curious about some of the interactions with this flask, here's some pointers: 1. You definitely want another flask with 'Grounding' on it. If you intend to use Vinktar's as your main LR Topaz Flask then fit the Grounding on something else...maybe a Granite or even Chaos Flask. I'd save Quicksilvers for Staunching and Sapphires for Frozen/Chilled dispelling, and maybe the Ruby for Curse Removal, but up to you...play around with your setup. But personally, I'd recommend: -Ruby -Sapphire -Vinktar's -Quicksilver -Granite/Chaos Atziri's Promise can still be used in a pinch if you're not doing a particularly hard map, but I'd honestly not bother. You want the Grounding, Curse Removal, Staunching, and Frozen/Chilled more than anything else. 2. MAKE SURE YOU POP YOUR GROUNDING FLASK BEFORE YOU POP VINKTAR'S! This is VERY IMPORTANT...it not only stops the shock effect on you, but it also makes sure your 'shocks nearby enemies' effect isn't cancelled out. If you pop VInktar's first AND THEN the Grounding flask, you'll lose the effect, and you don't want that. 3. While you are shocking enemies, the effect turns you into a 'lightning rod' of sorts in that so long as the flask effect is up, you will shock those enemies. That means you could move from one pack to another and shock enemies along the way, but be aware once you're out of range the shock effect will stop working on those enemies. 4. You can wait until the very last second your Grounding Flask has on it before it wears off to hit Vinktar's and activate it. Even though your Grounding effect will deactivate, you've already dispelled the initial shock effect from the flask and it will not affect you even while Vinktar's is doing its thing. I think that covers the most important points. Also, you DO NOT NEED the Spell Damage or Lightning Pen ones at the moment, and I would wait for the flasks to come further down in price if you want those mods. If you can't wait, then grab the cheapest one you can find on the market and use it...it's well worth the investment. The sheer amount of damage and survival increase you get from the flask is incredible and well worth it. BUT...if you want to min-max...wait a bit and save your exalts for now. |
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Just a little bit of a bump and also some updates. Managed to get two more of the flasks with the spell damage mod on them...here's one of them:
I'm getting about an extra 500 DPS on Arc whenever that thing is up and running, so it's not a bad little boost in and of itself, but again the main power comes from the guaranteed shock. I also decided to run a 15% elemental reflect map with this build and flask, and mind you this is a mod that is quite scary for this build. You do A LOT of damage to yourself and normally you would want to have a Ruby and Topaz flask with you at all times, not to mention using Saffel's Frame and a Life Leech gem so you can have all those defenses up to save yourself. ...I decided to see if I could drop the shield, use my regular ES one and just survive on careful usage of Vinktar's, not to mention the map also had some extra monster damage and extra damage as cold as well, so it wasn't a simple one. I sadly forget what the base tileset was, but you don't wanna hear about that...did I survive? ...Yes, I did. With just the flask alone I was able to completely nullify Elemental Reflect as if it didn't exist. HOWEVER, I want to stress that I HAD TO TIME AND BE CAREFUL WITH MY FLASK UPTIME SO DO NOT TRY DOING THIS WITH VINKTAR'S NOT RUNNING WHILE YOU GO BALLS-TO-THE-WALL DPS ON EVERYTHING. I had to portal out once to get flask charges back due to misusing it and poor enemy grouping, but otherwise...that was all I needed. I didn't even pop my Ruby flask one time, save for curse dispelling, so yeah. In this case this flask alone can give you safety against Elemental Reflect...at least at the 15% level. Oh, and even an additional ER aura rare didn't add any danger to my clear, and I didn't die a single time. I haven't tried it against 18% Elemental Reflect, and I think even Vinktar's might not save you if you've got that combined with -Max Resists...you might survive with Saffel's Frame in that case and popping a Ruby alongside Vinktar's, but I'd have to test that out when I get some higher level maps. Other than that...yup...flask is amazing. :P |
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Currently testing with the older (1.3 and earlier) playstyle of using Lightning Strike as primary attack with Molten Strike being a swap-in for high HP bosses... my DPS is so absurdly high in 2.1 that molten strike doesn't feel needed for rare mobs (I had in 2.0 found that Lightning Strike was ineffective vs rare mobs in 80+ maps).
Have tested it quite a bit in 78 maps, feels good. Will eventually get around to testing in 80-82 maps. You get about 20-30% faster clear speed using LS over MS if you can. Note that they have changed the mechanics of Lightning Strike's interaction with Fortify. Prior to 2.1, Fortify would only be applied if you actually scored a melee hit with LS. Now, it appears that even hitting with the projectiles at a distance will apply Fortify - a further buff to the skill. So: Lightning Strike/Fast Attacks/Fortify/Multistrike as main with Molten Strike/GMP as swaps for bosses. As of this post, this is untested in 80+ and it is possible - though I suspect unlikely - that rare mobs will have enough HP there to make this not ideal for 80+. The 352nd character to hit Level 100 in Standard The 82nd character to hit Delve 1000 in Standard Last edited by tackle70#1293 on Jan 3, 2016, 10:35:28 PM
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Tried a little with Lightning Strike myself and I have to say that even if I am not standing directly in a pack and slightly out of Discharge range, I still rip through white mobs easily. Granted, this is only at 75-76 maps and I'll likely need to do more higher maps to see, but yeah, tackle is spot-on about LS. Not only that, but in my setup I can run a Curse on Hit + Elemental Weakness over Temp. Chains (colors) and still run Warlord's Mark on Blasphemy. That allows me to run Herald of Thunder while still getting dual curses, which is really nice and speeds up the clear speed more. Bosses...yeah...still gonna want MS for single target in this case. However, given most bosses are either in separate rooms or areas where they are relatively sectioned off in maps, it's easy to prep for the switch and go ham on them.
Definitely need to test more, but it seems like LS is quite a nice contender for regular trash clearing. |
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Is anyone still on the non-Vaal pact version of this? Any thoughts on how this would fare with the new Vessel of Vinktar flask in terms of survivability? I prefer the non Vaal pact as you never run out of HP for casting though the Vaal pact version gives better defensive capabilities.
Could someone share the passive tree for the non-Vaal pact version? The 2.0 tree is buried in one of the pages. Thanks. |
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" You can refer to my passive tree here. I have been sticking to the non vaal pact variation of this build for a long time due to my personal preference. Overall, you lose out on instant leech, but you gain more jewel flexibility. Vessel of Vinktar has been a godsend of a flask, as it gives non vaal pact variations that added survival bonus in those tricky situations where instant leech is needed. |
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" If the passive trees are still setup well, you can check out my Templar character here: Or my Witch here: They're not 100% optimized, but I run a life regen version of this build in both. I do like it thanks to the flexibility you get with jewel sockets and the like, though of course you give up the instant leech. However, with Blasphemy allowing for Warlord's Mark to be run, and the new Vessel of Vinktar flask, they can more than make up for not using Vaal Pact so long as you play a bit more carefully depending on the map mods. |
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Curious on opinions of this build vs the life based one. Almost have everything required to play this(besides level 4 empower/enlighten) on Talisman and having issues deciding on what to play. I currently only have a 5 link Shav's which could be a limiting factor, though am hoping to 6link it soon.
Looking for something that can manage all of the high end content in the game for Talisman challenges, so no legacy gear. Also considering Ghudda's flask build if anyone has played both and can compare how they feel vs high level content. |
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